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Vassal Zeren
Uncontrollable Innovations
41
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Posted - 2013.06.13 02:33:00 -
[1] - Quote
Allow faction weapons (and all weapons greater than meta 5) to use T2 ammunition and be affected by the specialization skills. This would provide better modules to reach for in the offensive category, just like the defensive modules have their faction variants. |

Vassal Zeren
Uncontrollable Innovations
41
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Posted - 2013.06.13 03:18:00 -
[2] - Quote
Good answer. Well thought out. You could be a philosopher. |

Vassal Zeren
Uncontrollable Innovations
41
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Posted - 2013.06.13 03:43:00 -
[3] - Quote
Iyacia Cyric'ai wrote:Why?
Train T2s to use T2 ammo.
This would make Faction weapons better than T2. Which is as it should be. As it is there is no point to faction weaponry because you get less dps. Now you could get more. There would be an extra level to achieve when pimping a ship a little. |

Vassal Zeren
Uncontrollable Innovations
41
|
Posted - 2013.06.13 04:00:00 -
[4] - Quote
Ridic Poison wrote:in guns it goes t1>faction>t2>officer
you get more dps out of faction then t1 and they take the same skill to use. t2 take more skills to use and are better for that reason if you want to make faction guns strong then you will need to add more skill req to use to balance it out.
I'm fine with that. A faction heavy missile launcher cost upward 60 mill last I checked. Just how many noobs are going to take advantage of the slightly better than T1 dps at that price tag? Faction stuff is bling. It should be useful bling. Besides, faction ballistics are better than T2 yet have the skill requirements of T1 ballistics. So why is every 10 day old character not sporting CNB? Cost of course. They cost 100 million apiece. My change just makes more faction stuff useful. Seriously. Just how many people do you see using CNML? |

Vassal Zeren
Uncontrollable Innovations
41
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Posted - 2013.06.13 04:10:00 -
[5] - Quote
Iyacia Cyric'ai wrote:Vassal Zeren wrote:Ridic Poison wrote:in guns it goes t1>faction>t2>officer
you get more dps out of faction then t1 and they take the same skill to use. t2 take more skills to use and are better for that reason if you want to make faction guns strong then you will need to add more skill req to use to balance it out. I'm fine with that. A faction heavy missile launcher cost upward 60 mill last I checked. Just how many noobs are going to take advantage of the slightly better than T1 dps at that price tag? Faction stuff is bling. It should be useful bling. Besides, faction ballistics are better than T2 yet have the skill requirements of T1 ballistics. So why is every 10 day old character not sporting CNB? Cost of course. They cost 100 million apiece. My change just makes more faction stuff useful. Seriously. Just how many people do you see using CNML? Price isn't really that much of a factor in balancing.
Then how do you respond to the noobs argument? Theoretically every new char should be able to use the CNB, but they don't. Price clearly has something to do with it. By the way I just checked my eft. I don't know anything about pve nightmares but as for the tengu you only get 14 extra dps from a set of faction launchers (using an rr tengu max skills and cn scourge missiles) 300 million for 14 dps is not realistic which is why I don't think these missile launchers see much use. One of the main challenges of EVE is cost effectiveness. Right now i don't think faction launchers and other weapons have a role, partially due to high cost and partially due to their being worse than T2. |

Vassal Zeren
Uncontrollable Innovations
41
|
Posted - 2013.06.13 04:13:00 -
[6] - Quote
Iyacia Cyric'ai wrote:Vassal Zeren wrote:Iyacia Cyric'ai wrote:Why?
Train T2s to use T2 ammo. This would make Faction weapons better than T2. Which is as it should be. As it is there is no point to faction weaponry because you get less dps. Now you could get more. There would be an extra level to achieve when pimping a ship a little. As it should be? According to whom?
Me of course. On a more serious note, I was merely pointing out that there would then be a consistency between the progression of defensive faction equipment and offensive faction equipment. I just don't see faction weapons in their current state as having much of a role.
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Vassal Zeren
Uncontrollable Innovations
41
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Posted - 2013.06.13 05:38:00 -
[7] - Quote
Ridic Poison wrote:But your forgetting that you don't need any special skills to use them. and your getting 14more dps with faction launchers then t2 which take aleast one month to get the skills need to use.
As for T2 Large guns it take 2-3 months of train to get them the first time, while it take less then a month to get faction large guns.
Yeah but my counter point to that was that anyone who has not yet trained up to bs sized weaponry is probably not going to have that much in the way of cash anyway. Therefore those people will not have the capacity to use the expensive faction gear. Btw we could just set it so that you need the necessary T2 skills to use the T2 ammo and get the T2 benefits in the launchers. That way the launchers can still be used as a way to save training time but they can also be used as an overall improved weapon choice. This would definitely make the faction weapons flourish.
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Vassal Zeren
Uncontrollable Innovations
42
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Posted - 2013.06.13 15:46:00 -
[8] - Quote
Iyacia Cyric'ai wrote:Vassal Zeren wrote:Then how do you respond to the noobs argument? Theoretically every new char should be able to use the CNB, but they don't. Price clearly has something to do with it. Lol what do noobs have to do with balancing? The power of ships aren't balanced on their accessibility to newbie players. Vassal Zeren wrote:By the way I just checked my eft. I don't know anything about pve nightmares but as for the tengu you only get 14 extra dps from a set of faction launchers (using an rr tengu max skills and cn scourge missiles) 300 million for 14 dps is not realistic which is why I don't think these missile launchers see much use. If price determined cost-effectiveness than a lot of officer gear should be multiple times more effective than what they currently are. They're at that price because clearly enough people are willing to buy them at that price. Vassal Zeren wrote:One of the main challenges of EVE is cost effectiveness. Right now i don't think faction launchers and other weapons have a role, partially due to high cost and partially due to their being worse than T2. If your answer to the challenge of cost-effectiveness is faction mods you're doing something wrong.
Ok I think you are not understand my points so I will rephrase them because you have a cool bio.
1) The newbie point is obviously not to say that we should make everything accessible to newbies. Just the opposite. I was pointing out (and I still am) that the idea that cost does not balance things is wrong, because in the case of a newbie the only thing thats stopping him from fitting a faction module is cost. Do see my point? He can use the module so skillpoints do not factor into the balancing in this case, merely cost. Therefore cost plays a factor in balancing, thats all I'm saying.
2) This should be obvious but I guess it isn't. BY ITS VERY NATURE price determines cost effectiveness. That is what cost effectiveness IS. How expensive is something vs how useful it is. This is perfectly related to my point which is that there is not a significant benefit (and indeed in many cases there is an uncompensated drawback) for using faction weaponry. Perhaps you thought when I said cost effectiveness I meant cheap. That would be incorrect. I am talking about the principle of cost vs use. This principle is proven when you see tons of tengus with CNB. There is a use for the CNB to compensate for the cost. There is not for faction launchers, in general. |

Vassal Zeren
Uncontrollable Innovations
42
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Posted - 2013.06.13 16:08:00 -
[9] - Quote
Zaknussem wrote: Making Faction weapons cheaper? That's due to the market, YOU go tell the market how to behave.
You don't understand, yet you are sarcastic. Know more before being a smart alec. The prices of all faction things are directly a result of the amount of LP and tags need to be exchanged for them. Lower that amount and you guarantee a lower price. Your other declarations go out the window if you don't even understand that, which is funny considering other people have already posted how this work in the comments. |

Vassal Zeren
Uncontrollable Innovations
42
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Posted - 2013.06.14 01:25:00 -
[10] - Quote
Thanks for the well thought out response. I was just pointing out that the market isn't completely random and that it can be influenced by the rarity or abundance of things. For example a dramatic increase in those small dead space SB's would certainly lower their price. So this thing that people seem to be saying about the market being fickle and cost has nothing to do with balancing is untrue. I don't deny that a player run economy has trends like a real one, I'm saying that unlike a real one, CCP can rebalance the abundancy of things easily if it so desires. That said the problem of inflation seems to be greater than just the problem of faction weapons. The truth is the EVE economy is unstable because it is inflating quite rapidly. Just think of the price of a PLEX in 10 years! So I hope CCP is on the ball with this stuff. |
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Vassal Zeren
Uncontrollable Innovations
43
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Posted - 2013.06.14 14:58:00 -
[11] - Quote
Iyacia Cyric'ai wrote:Vassal Zeren wrote:Ok, I think you are not understanding my points so I will rephrase them because you have a cool bio.
1) The newbie point is obviously not to say that we should make everything accessible to newbies. Just the opposite. I was pointing out (and I still am) that the idea that cost does not balance things is wrong, because in the case of a newbie the only thing thats stopping him from fitting a faction module is cost. Do see my point? He can use the module so skillpoints do not factor into the balancing in this case, merely cost. Therefore cost plays a factor in balancing, thats all I'm saying.
2) This should be obvious but I guess it isn't. BY ITS VERY NATURE price determines cost effectiveness. That is what cost effectiveness IS. How expensive is something vs how useful it is. This is perfectly related to my point which is that there is not a significant benefit (and indeed in many cases there is an uncompensated drawback) for using faction weaponry. Perhaps you thought when I said cost effectiveness I meant cheap. That would be incorrect. I am talking about the principle of cost vs use. This principle is proven when you see tons of tengus with CNB. There is a use for the CNB to compensate for the cost. There is not for faction launchers, in general.
3) As stated Previously, faction mods ARE cost effective. They are not cheap. But there is about a 100 dps increase from them at least for Tengu's which means less time doing sites more safety and more profit. Cost effectiveness can be summarized like this: Does it make sense to buy this item at this price? Can my money be better spent elsewhere? In the case of the CNB's the answer is NO! CNB's are the best mod for you money if you want to add faction gear to you ship. The answer to CNHML is YES! your money can be spent better in a million other areas! CN HML and other faction weapons are overpriced and inferior to T2 in the vast majority of situations. No I understand, I'm jsut not sure you do. Faction mods in general aren't cost effective, therefore talking about cost-effectiveness in terms of faction mods is rather moot. There are very limited circumstances where they are (points and webs for example are arguably worth it when used in combination with links). Some people get faction mods because they're easier to fit. Navy Launchers for example are easier to fit. The rest I'd wager simply do so because they're spacerich and can afford to so... why not? In terms of your tengu example. How many Navy BCUs do you need to get that extra 100DPS? 3? 4? You could buy a brand new fully t2 (aside from rigs) tengu with that money. In otherwords you can dual box your alt with the 2nd tengu and literally get double your dps. That's cost-effective. Faction mods not so much. What you're really saying is faction guns/launchers are even more ridiculously cost-inefficient than other faction mods. In which case you're right. But then its a tricky thing to balance in comparison to its relative low importance. In either case, letting t1 use specialisation skills or t2 ammo is something I strongly disagree with since I don't think T2s, given their requirements need a nerf, which is the real effect of your proposition. I perhaps agree to lowering their LP store requirements to assemble, but that's about it.
I disagree about the cost effectiveness of faction BCUs. Since my experience is mainly in wormholes I'll give an example from a C3 wh. You can farm a C3 site in 1 faction BCU tengu in about 15 minutes. It takes about 25 minutes in a T2 fit Tengu. Now you get about 50 million on average for 1 c3 site. So in an hour with the faction Tengu you have received 200 million vs in an hour with the non faction Tengu you have a little over 50 million. Yes the initial investment is considerate but it is still worth it-- which is why people buy CN BCU's. They don't buy the launchers.
As for dual boxing, that is not a valid comparison because you conveniently left out the added cost of paying for 2 plexes instead of 1 or an extra 15 dollars per month. I don't think when arguing over game balance it is apt to compare something that would require paying for an extra account. CCP definitely doesn't balance things based on whether or not people will dual box.
Also 3 CN BCU cost 300 million. A tengu is 570 with rigs. There is another point I'd like to make: necessity. In some cases the extra DPS that CN BCU bring is necessary for the operation such as farming C5 sites with as few RR tengus as possible (if you don't have many guys) the extra dps will keep you alive by killing the sleeps faster than they can neut you. You can't say that about the missile launchers. So the ballistics have a role to play and the faction missile launcher role, while it may exist is pretty narrow. |

Vassal Zeren
Uncontrollable Innovations
50
|
Posted - 2013.06.15 19:42:00 -
[12] - Quote
Aston Martin DB5 wrote:Fking NO! You are basically advocating golden ammo and pay to win. Dumb dumb dumb. Players that have trained t2 should have the advantage with damage output for their ship even if the player has implants.
If you disagree then remove skill training in the game.
If you noticed, I previously said that in order to get said benefits from the faction guns either the skill requirements would be changed or you wouldn't get the benefits without the skills. Please take you childish declarations of Apocalypse Now elsewhere. |

Vassal Zeren
Uncontrollable Innovations
50
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Posted - 2013.06.15 19:46:00 -
[13] - Quote
Kusum Fawn wrote:yall continuously miss the tag bottleneck that most of the faction guns suffer from.
It was also proposed that said bottleneck be lowered. does anyone read the previous comments? |

Vassal Zeren
Uncontrollable Innovations
51
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Posted - 2013.06.15 22:29:00 -
[14] - Quote
Reaver Glitterstim wrote:Vassal Zeren wrote:Allow faction weapons (and all weapons greater than meta 5) to use T2 ammunition and be affected by the specialization skills. This would provide better modules to reach for in the offensive category, just like the defensive modules have their better faction variants. Absolutely not. Faction guns are tech 1. What they need is to not be worse than base t1, but actually be good. They should have a damage bonus of 5-10% over the meta 4, and at minimum the same range. If one had less range, it should have better tracking to make up for it. Navy faction guns could have a 5% damage bonus and the same range across the board, with reduced CPU and the same powergrid costs as t1 for the meta 8s, while the meta 9s could have CPU cost similar to metas 1-4 but have either slightly better tracking, range, or damage. With a max damage bonus of 10%, with the same range and tracking but lower than meta 0 CPU cost, the weapon will have exactly the same attributes as fully skilled tech 2 (when fitted with tech 1/faction ammo), but will cost less CPU and powergrid, and have lower skill requirements. This is the ultimate expression of faction stuff and should be reserved for the very best and most expensive faction guns.
No thats not true. Many Faction things are universally better than their T2 counterparts. You can easily spot those items: they are used. Faction invulns, faction ballistics, faction reppers, faction adaptive nano membrane, the list is pretty long. How can you say the ultimate goal of faction stuff is easier fitting when all of these modules exist? It seems that the modules that are ONLY better for their fitting and are indeed worse in the actual specialty of that module, are hardly used at all. I point again to caldari navy heavy missile launchers. In order to be used the wepons have to be better at their jobs than T2 because T2 is cheeper. |

Vassal Zeren
Uncontrollable Innovations
51
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Posted - 2013.06.16 01:20:00 -
[15] - Quote
Reaver Glitterstim wrote:Vassal Zeren wrote:It seems that the modules that are ONLY better for their fitting and are indeed worse in the actual specialty of that module, are hardly used at all. But the faction modules that are only slightly better than tech 2 but with easier fitting are highly sought after. Giving a faction gun +10% dps and the same range and tracking makes it better than t2 unless you have the t2 weapon skill at level 5. I'm okay with faction guns having slightly better attributes than tech 2, but only very slightly. As it stands, the problem is that a lot of the faction guns are much worse than basic tech 1 meta 0.
Why shouldn't they be better than T2? They cost 60 million a pop. for 60x the price of a T2 weapon, I should have all the capabilities of a T2 weapon. The fact is, that without the flexibility of using ammunition types like fury and scorch faction weapons are overall worse than T2 so there is no purpose to them. They need to do significantly more DPS to the point where it makes sense to invest money in them. I am having a hard time understanding how people keep saying the faction weapons are good for fitting. No proffesional fits use faction weapons. It is very unusual for someone to go for less dps just for ease of fitting. All staple fits are pretty much based around fitting T2 weapons. Its the other modules such as invuln's, BCU's , PDU. that are fit as faction modules. Because in addition to being easier on fitting, they are better People fit faction weapons in a pinch (and only people with tons of cash to burn for that matter) No standard fit will have you using faction weapons but many will have you use faction BCU's. |

Vassal Zeren
Uncontrollable Innovations
51
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Posted - 2013.06.16 03:20:00 -
[16] - Quote
Sergeant Acht Scultz wrote:Naomi Anthar wrote:Sergeant Acht Scultz wrote: stuff
I think you what you did here is just counter your own arguments. Basically if i for example someone fights in 24th crusade(just an example) AND HE WANTS JUST PEW PEW and just PVP. After all you said game should be about pvp and fun. Then why he is forced to buy from damn PVE industrials. He should be able to get his guns from 24th store. This player should have his damn right to actually **** on industrials all the time. But no he is directly connected to what those risk awerse players do, what prices they set. If he could buy GOOD enough guns from his own faction store. Then it would be good, not the other way. You are trying to say game should be balanced about PVP, but in fact you support PVE over PVP all the way. Don't fool yourself guys, a big part of ship cost is in guns/ammo/drones. And as now it's that there IS NO option among weapons - its either T2 or ... nothing. With ammo it's diffrent story but not much better tbh. It's still often better (scorch for example). Drones ? Another bullshit. Since when Gallente Federation cannot produce superior drones to ordinary T2 hobgoblins ? I though they are best drone race around (maybe after Rogue Drones lol). Atm some random industrial guy can outdo best Federation Navy work in some random deep in ass industrial station. Hell yeah work as intended... Should read again, I'm not English native nor ever pretended to be but thought it was quite clear as post and not a wall of text on top. You say there's no option for guns, then Meta4 are what for? -you should know those are as good as T2 but can't use T2 ammo nor profit from the increase in damage well deserved after over a month training for lvl5+spec up to 4 In short you don't want to put effort in whatever, click and go, why bother training skills? -you're smarter than everyone why should you train skills? Ammo not much better: you're kidding right? good enough to be the best choice while moving around because you don't have the range bonus but you don't have the range penalty neither and ranges where you can do stuff with is right in between, so, good enough. Again, take your faction guns and put faction ammo, get faction dmg mods, once it's done compare with T2, then compare the difference in amount of time training for both; faction guns are OK, don't need buffs If you think they are bad, if you think they need buffs you really need first to start training your skills past lvl3, there's no other explanation.
Meta 4 guns don't cost as much as faction guns. As a result they see slightly more use than faction guns, which is to say still hardly any. |

Vassal Zeren
Uncontrollable Innovations
52
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Posted - 2013.06.16 14:53:00 -
[17] - Quote
Reaver Glitterstim wrote:Vassal Zeren wrote:It seems that the modules that are ONLY better for their fitting and are indeed worse in the actual specialty of that module, are hardly used at all. But the faction modules that are only slightly better than tech 2 but with easier fitting are highly sought after.
I think you might be overlooking the % difference in the module effectiveness (12.5% damage vs 10% damage in the case of CNB's) and the actual damage increase. (which is 100dps ish) However raw dps is not enough. Unless faction weapons have all the capabilities of T2's + a little more their price will never be justified. |

Vassal Zeren
Uncontrollable Innovations
55
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Posted - 2013.06.18 21:33:00 -
[18] - Quote
Trajan Al'Thor wrote:IMHO Faction guns, no t2 ammo, price reduced to 3x t2. Some sort of bonus to range, probably falloff. Officer guns, t2 ammo Yeah cept no one really uses officer guns. Now can you really make an argument for why someone who has the flexibility of picking different ammo types with T2 guns would settle for something many times the price that cannot even do what a T2 weapon can do? Its ridiculous. |

Vassal Zeren
Uncontrollable Innovations
57
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Posted - 2013.06.19 01:20:00 -
[19] - Quote
Kusum Fawn wrote:the bottleneck is not the drop rate but which tags are required for which things. Large guns require the same tags as medium guns and small guns require the same tags as the universally useable modules such as sensor boosters and tracking computers.
were they adjusted to require tags specific to the module "size" faction weapons would become more common and the price would drop.
some modules like armor and shield resistance boosters dont have a size and thus ought to require more specialized tags or tags separate from the weapons and classed modules.
reducing the tag numbers required for redemption would do some of the same thing, but would only lower the prices for universal modules and not the specialized ones.
I think the bottleneck is both. |

Vassal Zeren
Uncontrollable Innovations
59
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Posted - 2013.06.21 01:01:00 -
[20] - Quote
Trajan Al'Thor wrote:Vassal Zeren wrote:Trajan Al'Thor wrote:IMHO Faction guns, no t2 ammo, price reduced to 3x t2. Some sort of bonus to range, probably falloff. Officer guns, t2 ammo Yeah cept no one really uses officer guns. Now can you really make an argument for why someone who has the flexibility of picking different ammo types with T2 guns would settle for something many times the price that cannot even do what a T2 weapon can do? Its ridiculous. I just said price REDUCED to 3x t2. So about 10 mil each. Some small bonus to falloff or optimal. Equal damage to a T2 weapon without specialization 5. Maybe spec 3-4. Also, forgot, lower fitting requirements.
so for all people with specialization 5 (aka the people who have money and want to invest in better weapons) these weapons are still useless. When you modify something it's silly to penalize people for having more training than others. Why are you so concerned with the faction weapons having more damage? As it was already stated numerous times, the faction equipment that fits better but functions worse is not used. I have no problem paying 300 mill for a set of faction launchers if they add 100 or so dps to my tengu. Cost simply augments the uselessness of the faction weapons; the root of the problem is that they are terrible compared to ordinary T2. |
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Vassal Zeren
Uncontrollable Innovations
60
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Posted - 2013.06.23 23:46:00 -
[21] - Quote
bump |

Vassal Zeren
Uncontrollable Innovations
60
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Posted - 2013.06.24 00:23:00 -
[22] - Quote
Michael Harari wrote:Vassal Zeren wrote:Iyacia Cyric'ai wrote:Why?
Train T2s to use T2 ammo. This would make Faction weapons better than T2. Which is as it should be. As it is there is no point to faction weaponry because you get less dps. Now you could get more. There would be an extra level to achieve when pimping a ship a little. You get more dps when using faction ammo, than t2. You lose out on the t2 damage bonus, but you also dont get the t2 damage penalty. This is the reason you see massively pimped tengus with CN launchers (that and fitting requirements)
uhhh that is false. |

Vassal Zeren
Uncontrollable Innovations
61
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Posted - 2013.07.18 19:29:00 -
[23] - Quote
Bump for Odyssey 1.1 A bad analogy is like a leaky screwdriver. |
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