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Weirda
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Posted - 2005.12.08 17:13:00 -
[1]
It have been stated inside many thread in many different way - but this needs to happen. 
When even dual 425s (projectile) need a reload while breaking a raven tank... that is pretty sad. 
Please double the clip size on all weapon system that hold ammo... or better yet - reduce the size of all ammo by half (this is preferable since we need to carry more now). 
thanks in advance tomb/tux... weirda love you....  _____________ Thread Killer Give Assault Ship their Missing Bonus in RMR! <END TRANSMISSION> |

Weirda
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Posted - 2005.12.08 19:59:00 -
[2]
actually agree with dark pine and mercade very much - the problem is with the HP increases, the different gun classes were penalized unevenly. hybrids will hold quite a bit more then projectiles, which really don't hold enough at the moment. even the smallest calibur L projectile (with the largest capacity) is not enough.
the reality is - even if you achieve the right range/damage type/and all else, in many cases if you are working against a tank - or running one youself - some weapons (that allready do lower dot then others) will have to reload while their enemy will not.
2x may be too much (it is not in the case of some gun classes), but you should always ask for more then what you want!  _____________ Thread Killer Give Assault Ship their Missing Bonus in RMR! <END TRANSMISSION> |

Weirda
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Posted - 2005.12.08 20:01:00 -
[3]
Originally by: Barak Torginn
Originally by: The Wizz117 and dont "forget" the missiles!
For once I agree with you.
weirda too - original post said "all weapon system which hold ammo"... maybe not clear but missile are weapon system, and missile are ammo for said system. 
have not flown a pure missile boat on sisi - have the missile size reduction already made it in? _____________ Thread Killer Give Assault Ship their Missing Bonus in RMR! <END TRANSMISSION> |

Weirda
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Posted - 2005.12.09 16:23:00 -
[4]
Originally by: Mercade
I was thinking about it, and thinking man it would be kewl if reload/rate of fire/ammo switches could be brought together more interestingly.
--snip examples--
as joerd said, these ideas that you have are brilliant/great and hope to see them in some future incarnation. please post this in idea forum if you have time, it should really make it in there!  _____________ Thread Killer Give Assault Ship their Missing Bonus in RMR! <END TRANSMISSION> |

Weirda
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Posted - 2005.12.09 17:08:00 -
[5]
Originally by: Tequila Slamma I think I'd rather see a low-slot module that affects your reload rate.
ie. Fitting Rapid Reload module reduces time taken to reload a weapon (turrets and missiles) by X% per level of skill.
That way you'd be able to fit for guerilla tactics and adjust your load on the fly to adapt to the situation. Its also not as one-sided as just changing the size of the ammo magazine.
weirda would rather see a skill then that option tbh... but would really really rather see Mercade's idea (different reload rates to different classes/types of weapons), since the weapon you choose have as much to do with the tactics that you want to use as fitting you hypothetical module.
not to say that it isn't a good idea - just that don't like it. hate 'must have' modules that gimp you setup too much in other ways... well - don't 'hate' them per se, but there are already more 'must haves' then there are slots...  _____________ Thread Killer Give Assault Ship their Missing Bonus in RMR! <END TRANSMISSION> |
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