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Lephia DeGrande
Luxembourg Space Union
69
|
Posted - 2013.08.27 12:22:00 -
[451] - Quote
Torpedos are unguided so atleast that would make sense. |

elitatwo
Congregatio
113
|
Posted - 2013.08.27 13:12:00 -
[452] - Quote
Lephia DeGrande wrote:Torpedos are unguided so atleast that would make sense.
Oh and by the way, there are Several Minerals in Eve that mankind dont even know so why its not simply possible that they can stand Antimatter and such things?
Just some thoughts.
Because for the world of EVE antimatter is in this case just a name that sounds cool.
If those shells really had an antimatter core, then on impact all clones on that grid would get activated as a result.
FB_Addon_TelNo{height:15px !important;white-space: nowrap !important;background-color: #0ff0ff;} |

Optimo Sebiestor
Bondage Goat Zombie Strictly Unprofessional
175
|
Posted - 2013.08.27 13:15:00 -
[453] - Quote
Ammo, capacitor and powergrid issues. Yep, this is going to make people use long range guns more... |

Onictus
Silver Snake Enterprise Fatal Ascension
432
|
Posted - 2013.08.27 13:45:00 -
[454] - Quote
Meyr wrote:Listening to a friend who ran Lvl 4's in a Tengu complain that he can now 'only' hit at 75 KM or so now, yeah, I'd say that HML's needed a bit of a nerf. The buffs to Medium Turrets should make them a viable option for both PVE & PVP, something that has been badly needed, especially for hybrids (a mission-fit rail Thorax has long been a joke, even with perfect skills in Gunnery).
Now, if you'd only do something about Blasters...
They used to go around 115 with offensive IV and level bombardment(IV). I had a Drake that hit for 118. |

Tarn Kugisa
Infinite Covenant Tribal Band
438
|
Posted - 2013.08.27 18:38:00 -
[455] - Quote
Warde Guildencrantz wrote:brb refitting ferox
also. Are you going to de-crap heavy missiles now? Before the reason you nerfed them was because you thought buffing all the long range turrets was too much "power creep". Fozzie? Any say on this?
now I can use my favorite battlecruiser without it being gimpy as hell I Endorse this Product and/or Service EVE Online Battle Recorder When I press F1 I get ISK |

Magermh
Alpha Strategy The Unthinkables
0
|
Posted - 2013.08.27 19:24:00 -
[456] - Quote
Out of consern for my fellow member that use rails and understand that i could not do damage to a cruiser using afterburner and so on and the nerf for tracking enhancers. I would rather have tracking enhancers that boost special bonuses like autocannan tracking enhancers that give falloff and tracking and rail tacking enhancers that give me a big boost in rail tracking. I would say the same for any other weapon. Maybe the specialization should be in the modules not the weapons or ships.
Then i would say these are a big blessing in improvements as they are in the long range all ready. 
V/R Mage |

kanadia
Imperial College London
0
|
Posted - 2013.08.27 19:33:00 -
[457] - Quote
I wonder will these changes be applied to NPC ships as well? If that is case, one will be facing +25% incoming damage in Amarr-space level 3 (and some level 4) missions while only getting +15% local-rep (assuming player ship is armor-tanked) boost, meaning the missions will actually be harder. I know the difference isn't much and missions are generially easy any way, but I just want to know if this is an intended consequence. |

Cade Windstalker
Donohue Enterprises Ad-Astra
44
|
Posted - 2013.08.27 23:54:00 -
[458] - Quote
Tarmaniel wrote:Cade Windstalker wrote:It's also worth noting that most solo-frigates simply won't mess with a missile ship where as in a fleet their response to a RLM cruiser or Battlecruiser is going to be to send in Heavy Tackle where the RLMs are going to be less DPS than HAMs or Heavies would have been, thus putting the person at a disadvantage against that ship class. RLMs do more DPS to MWDing battlecruisers than HAMs do if they have links, let alone heavies. I don't think you quite understand how bad heavies are. There are battleships that take more damage from RLMs than HMLs if skirmish linked, even with no prop mod running.
If we're going to assume the enemy has Skirmish Links then can we at least assume I was smart enough to bring target painters? 
Seriously, max sig reduction from Skirmish Links is 34.5% (Odyssey 1.1). A fully skilled target painter boosts sig by 37.5% which should more or less cancel out the bonus entirely. If you put it on a Huginn it's 56.25% and if it's a Republic Fleet TP it's 60%.
You don't even need multiple TPs here, you just need a couple of dedicated ships. If you're worried about them popping then over-tank them at the expense of damage so even if they die the enemy spends enough time killing them that you win anyway.
elitatwo wrote:Anyhow, that worst thing that has ever come to EVE was the day somebody had that idea of missile tracking about six years ago.
Many missiles have a guidance system that need a target lock, so they don't miss and the payload makes sure, they get the job done. Well 30.000 year from now mankind is becoming so stupid that they cannot invent a proper guidance system anymore and Titans can "speedtank" citadel torpedos, by accelaration - good times.
This is actually a fairly good approximation of the issues explosives face in space.
It's not that the missile "misses" or "fails to hit" it hits just fine, the problem is that it's exploding against the hull which means that if you're moving the blast wave stays behind and does less damage unless it can keep up to some degree.
The reason explosives and missiles especially are so devastating in atmospheric combat is because of the blast wave. In space there's nothing for this blast wave to propagate through except for debris from the missile plus whatever incidental damage you get from radiation.
If you were to, say, somehow vacuum seal and reinforce a warehouse, suck all the air out, and then set off a bomb inside with the materials it needs to "explode" you probably wouldn't even exceed the atmospheric pressure trying to crush the warehouse from outside.
Also the days when missiles did full damage to everything sucked.
Lephia DeGrande wrote:Torpedos are unguided so atleast that would make sense.
Oh and by the way, there are Several Minerals in Eve that mankind dont even know so why its not simply possible that they can stand Antimatter and such things?
Just some thoughts.
I tend to just assume that most of the round is taken up by the containment system for the Anti-matter and reactive matter to go with it so that the entire thing just reacts on impact. Big bang, but very small actual explosive payload. |

FleetAdmiralHarper
The Caldari Independent Navy Reserves
20
|
Posted - 2013.08.28 07:05:00 -
[459] - Quote
now that the other medium weapons are being buffed. and the reason for the heavy missile nerf is null and void. can we please get our 10% damage back? and like another 15-20km range?
i agree 120k is stupid for heavy's.. but so is this 50km crap...
oh and for the love of god add some more range to t2 missiles but more importantly make them apply better.. t2 missiles are pointless. |

Cade Windstalker
Donohue Enterprises Ad-Astra
46
|
Posted - 2013.08.28 07:30:00 -
[460] - Quote
FleetAdmiralHarper wrote:now that the other medium weapons are being buffed. and the reason for the heavy missile nerf is null and void. can we please get our 10% damage back? and like another 15-20km range?
i agree 120k is stupid for heavy's.. but so is this 50km crap...
oh and for the love of god add some more range to t2 missiles but more importantly make them apply better.. t2 missiles are pointless.
Except that the other long range guns are getting a tracking nerf to compensate and Missiles will still apply their DPS just as well up close as at long range, meaning the Heavy Missile Nerf is still justified. In-fact now with Heavies vs any other long range medium turret you can close to short range and clean house.
Can't do that with Rails, Beams, or Arty.
Speaking of those, if you check the effective ranges on Rails, Beam Lasers, or Artillery you'll see that they're generally short of Heavy Missiles at that damage tier. Or to state that a little more plainly. If you fit these weapons for Heavy Missile ranges you don't get Heavy Missile damage, if you fit them for Heavy Missile damage you don't get Heavy Missile range.
As for the T2 missiles, you have the option of increased DPS application at the cost of a lot of range from Precision missiles (useful for small targets that don't have much range anyway). Or the ability to increase your weapon damage by ~1/3rd at the cost of some range and some damage application ability. This basically means you're shooting up about half a weapon class and means you do a lot of damage to Battleships.
If that's somehow useless then I a bit scared to see your idea of useful. |

Lived Rellik
Easy Co. Fatal Ascension
1
|
Posted - 2013.08.28 15:42:00 -
[461] - Quote
"HIT QUALITY" should not be a totally random number. The same variables should apply to this to some degree. If a ship is standing still and shooting a target of significant size the Qaulity should be on the high side a greater percentage of the time. How does one "Barely Scratch" a POCO in a stationary ship well within Optimal Range of its guns? Missles have no "Hit Quality" applied to them. |

Space Bacon
Arcana Imperii Ltd. Strictly Unprofessional
0
|
Posted - 2013.08.28 17:39:00 -
[462] - Quote
No heavy missles and only a marginal bonus to Arty? Ouch... The alpha on medium arty isn't all that strong unless you have absurd numbers. I am pretty sure most people have switched to using Arty Nado's. Honestly, if you see a group of snipe muninn's in space let me know! I love easy HAC kills! |

Cade Windstalker
Donohue Enterprises Ad-Astra
47
|
Posted - 2013.08.28 18:07:00 -
[463] - Quote
Lived Rellik wrote:"HIT QUALITY" should not be a totally random number. The same variables should apply to this to some degree. If a ship is standing still and shooting a target of significant size the Qaulity should be on the high side a greater percentage of the time. How does one "Barely Scratch" a POCO in a stationary ship well within Optimal Range of its guns? Missles have no "Hit Quality" applied to them.
It's not "totally random", go read the Eve Tracking Formula. If you somehow meant something else they by all means explain.
Missile damage being more consistent is one of the advantages of missiles and one of the reasons they don't need a damage buff compared to other long-range weapons.
Space Bacon wrote:No heavy missles and only a marginal bonus to Arty? Ouch... The alpha on medium arty isn't all that strong unless you have absurd numbers. I am pretty sure most people have switched to using Arty Nado's. Honestly, if you see a group of snipe muninn's in space let me know! I love easy HAC kills!
Arty Alpha is only really a concern in large numbers or when shooting down a ship class. In both cases a buff to arty alpha is not needed, outside of these cases it doesn't matter therefore the ROF bonus is fine. Projectiles take very little penalty from increased ROF because they don't use capacitor so this is a good trade for them.
If you want to test how bad medium arty alpha can get start MWDing toward an Arty-Cane to try and get point on him from 100km out...  |

Deliora May
OMGROFLSTOMP Ushra'Khan
0
|
Posted - 2013.08.29 13:15:00 -
[464] - Quote
The main reason why I didn't like the medium long range weapons so far was the crappy tracking on them. Considering the PG usage, there is not going to be too much PG left for me for tank so I want to sit at range. Which means I can pretty much throw the t2 close range ammo out the window because well - quite honestly: I'd die if I'd use it, I'd be better of using t2 mediums and scorch (using lasers as an example here). Now if I use the t2 long range ammo I get hit by a 75% tracking malus which already makes you miss stuff quite badly which is set to orbit you with MWD on for a nice large sig radius and still at a long range. Now imagine it with 15% less tracking and I am getting one hell of a headache. I think it is odd - as it has been pointed out before - that you are comparing a t3 battlecruiser with a Deimos (HAC). I for one would suggest reducing the damage buff / rate of fire buff but instead INCREASING the tracking to make it more viable. Or introduce a skill which affects the tracking penalty of ammunition specifically so we can reduce the negative impact of the t2 long range ammo. |

Mournful Conciousness
Embers Children TOHA Conglomerate
255
|
Posted - 2013.08.29 14:47:00 -
[465] - Quote
I've tested the artillery (t1) and rail guns (t2) on sisi.
all ammo types hit well at their respective ranges provided you kite your target
did you test lasers on sisi?
A Capacitor Transporter is a device for transporting capacitors. An Energy Transfer Array is a device for transferring energy from one spaceship to another. Please learn the difference. |

FleetAdmiralHarper
The Caldari Independent Navy Reserves
20
|
Posted - 2013.08.29 15:27:00 -
[466] - Quote
Cade Windstalker wrote:FleetAdmiralHarper wrote:now that the other medium weapons are being buffed. and the reason for the heavy missile nerf is null and void. can we please get our 10% damage back? and like another 15-20km range?
i agree 120k is stupid for heavy's.. but so is this 50km crap...
oh and for the love of god add some more range to t2 missiles but more importantly make them apply better.. t2 missiles are pointless. Except that the other long range guns are getting a tracking nerf to compensate and Missiles will still apply their DPS just as well up close as at long range, meaning the Heavy Missile Nerf is still justified. In-fact now with Heavies vs any other long range medium turret you can close to short range and clean house. Can't do that with Rails, Beams, or Arty. Speaking of those, if you check the effective ranges on Rails, Beam Lasers, or Artillery you'll see that they're generally short of Heavy Missiles at that damage tier. Or to state that a little more plainly. If you fit these weapons for Heavy Missile ranges you don't get Heavy Missile damage, if you fit them for Heavy Missile damage you don't get Heavy Missile range. As for the T2 missiles, you have the option of increased DPS application at the cost of a lot of range from Precision missiles (useful for small targets that don't have much range anyway). Or the ability to increase your weapon damage by ~1/3rd at the cost of some range and some damage application ability. This basically means you're shooting up about half a weapon class and means you do a lot of damage to Battleships. If that's somehow useless then I a bit scared to see your idea of useful.
several points need to be made.
1 missiles DONT apply their damage well. ESPECIALLY t2.. while its true the damage application is the same at 0-max range. failing to apply even half is still failing.. with a nighthawks application bonuses, level 4-5 skills and target painters on battlecruiser with an ab.. you hit HALF as hard as you would if you would just use standard noob t1 missiles(non faction).
magical numbers in fitting tools and the fitting dps counter be damned.
2 i dont think you have used HMLs in a LONG time... you should try them again, right now for pvp.. good luck
3 missiles dont get any kinda low or medium slots to help with tracking or damage application, rails, beams and arty do.. so cry me a river..
4 precision missiles??? HA HA HA HA HA look at the stats bro. basically the same or less damage then standard and faction missiles. less range.. and OMG WHAT IS THAT? SAME DAMAGE APPLICATION!... if their goal was to make them precisely useless. then MISSION ACCOMPLISHED! =) 11 extra exp velocity and 15 extra explosion radius is pretty damn pore for a precision missile. especially considering your normally hitting stuff for full effect anyway (which is jack **** now might i add) with t1 and faction missiles... so whats the point of them?
5 you should all be scared! ied make even fozzie **** himself with my idea of (useful) but sadly ill restrain myself, because you guys would cry alot if i didn't.
i miss the old inferno 1.0 patch missiles. yeah they were a little TO long range, but at-least when you shot them at people it hurt.. and they didnt look at you like: "lol noob what are you doing?" -10% damage to the stock missile was WAY to much... =/
Ps: fozzie if you do see this, you should consider doing somthing with missiles, its all anyone is bitching about in your gunnery thread.. so i take it that everyone is pretty happy with the gun changes, congrats! XD.. might want to look at this now? |

Mournful Conciousness
Embers Children TOHA Conglomerate
256
|
Posted - 2013.08.29 15:42:00 -
[467] - Quote
there are rigs for missile range and exp radius. I think it's reasonable that there should be low slot modules for missile range. low slot modules for explosion radius and velocity might be problematic but it's worth a thought experiment.
it would make the 5 lows on the nighthawk more interesting, and would probably make cruise missiles ridiculously overpowered, but...
A Capacitor Transporter is a device for transporting capacitors. An Energy Transfer Array is a device for transferring energy from one spaceship to another. Please learn the difference. |

Harvey James
Deep Core Mining Inc. Caldari State
469
|
Posted - 2013.08.29 16:47:00 -
[468] - Quote
Mournful Conciousness wrote:there are rigs for missile range and exp radius. I think it's reasonable that there should be low slot modules for missile range. low slot modules for explosion radius and velocity might be problematic but it's worth a thought experiment.
it would make the 5 lows on the nighthawk more interesting, and would probably make cruise missiles ridiculously overpowered, but...
mm.. cruises got overbuffed Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name AB's need a buff-á like a big mass reduction ... module tiercide FTW role based instead of tiers please. |

Cade Windstalker
Donohue Enterprises Ad-Astra
53
|
Posted - 2013.08.29 17:40:00 -
[469] - Quote
FleetAdmiralHarper wrote: 1 missiles DONT apply their damage well. ESPECIALLY t2.. while its true the damage application is the same at 0-max range. failing to apply even half is still failing.. with a nighthawks application bonuses, level 4-5 skills and target painters on battlecruiser with an ab.. you hit HALF as hard as you would if you would just use standard noob t1 missiles(non faction).
magical numbers in fitting tools and the fitting dps counter be damned.
Then either use Precision Missiles (you know, the ones with better damage application) or use your standard T1 missiles... Fury are specialized T2 ammo and you don't use them against an ABing BC, you use them on a Battleship (preferably one that's not fitting a prop mod) to deal extra damage to that larger target.
FleetAdmiralHarper wrote:3 missiles dont get any kinda low or medium slots to help with tracking or damage application, rails, beams and arty do.. so cry me a river..
And they can still deal zero damage a good deal of the time if the target is moving fast enough or orbiting close enough. Missiles don't care about that, if you're within the full damage threshold of a missile you get hit for full damage, this makes missiles a very consistent damage source and is part of what I mean when I say missiles apply their damage well.
Also Rise just mentioned that CCP are considering adding damage application modules to missiles. They may not do it but they're considering it.
FleetAdmiralHarper wrote:4 precision missiles??? HA HA HA HA HA look at the stats bro. basically the same or less damage then standard and faction missiles. less range.. and OMG WHAT IS THAT? SAME DAMAGE APPLICATION!... if their goal was to make them precisely useless. then MISSION ACCOMPLISHED! =) 11 extra exp velocity and 15 extra explosion radius is pretty damn pore for a precision missile. especially considering your normally hitting stuff for full effect anyway (which is jack **** now might i add) with t1 and faction missiles... so whats the point of them?
Well, running some quick numbers it looks like they're about 20% better Explosion Velocity and 10% better explosion radius than standard missiles, which seems to add up to a similar damage application bonus to the 25% tracking on short-range ammo for other long-range weapon systems. |

Mournful Conciousness
Embers Children TOHA Conglomerate
259
|
Posted - 2013.08.29 17:41:00 -
[470] - Quote
Harvey James wrote:Mournful Conciousness wrote:there are rigs for missile range and exp radius. I think it's reasonable that there should be low slot modules for missile range. low slot modules for explosion radius and velocity might be problematic but it's worth a thought experiment.
it would make the 5 lows on the nighthawk more interesting, and would probably make cruise missiles ridiculously overpowered, but...
mm.. cruises got overbuffed
I agree. CCP did this deliberately to force them back into fleet pvp. Unfortunately the flght-time issue frightens FCs I think.
Really, all forms of gunnery ought to have flight time in the equation. Bullets do not travel at the speed of light. Lasers do of course, but the energy accumulates over time at the impact point (as heat energy). This takes less time for a pulse laser by its nature - more energy is compressed into each pulse, so the mechanics would probably work out.
So if hybrids and projectiles had a "muzzle velocity" metric and the laser weapons had an "energy accumulation period" metric, all weapons systems would be balanced in that respect, and missiles would once again be seen as a viable system. Cruise missiles could then be brought down to a sensible level of performance.
Maybe if a CSM member reads this, they can whisper in Fozzie or Rise's ear...
EDIT: for the record, my corp uses cruise missles for combined pve/pvp in WH space - they're very versatile, and deadly with a target painter. A Capacitor Transporter is a device for transporting capacitors. An Energy Transfer Array is a device for transferring energy from one spaceship to another. Please learn the difference. |

FleetAdmiralHarper
The Caldari Independent Navy Reserves
22
|
Posted - 2013.08.30 07:49:00 -
[471] - Quote
Cade Windstalker wrote:[quote=cade windstalker]
Then either use Precision Missiles (you know, the ones with better damage application) or use your standard T1 missiles... Fury are specialized T2 ammo and you don't use them against an ABing BC, you use them on a Battleship (preferably one that's not fitting a prop mod) to deal extra damage to that larger target.
thats the problem i have with them.. their suppose to be heavy damaging missiles... but they arent. heavys are suppose to kill cruisers and battle-cruisers.. and you cant even use the t2 variant on ABing battleships... that combined with it skips 2 ship classes before it even starts applying anything. is pretty pathetic... t2 heavys are only really useful on a battleship or dreadnaught standing still, or pocos... and if im going after them ied rather use a blaster naga and kite...
dont even get me started on t2 cruise and torps.. oh dear god..
and rigs arent enough. it still needs those medium and low slot modules. i really hope ccp is serious and adds them..
i would like all 10% of my damage back. but i would be ok with 7.5% damage returning, like i said an extra 15-20k range with max skills.
5%-7.5% more application in each velocity and exp radius, would be very welcome with furys/rages t2s. |

Cade Windstalker
Donohue Enterprises Ad-Astra
68
|
Posted - 2013.08.30 08:48:00 -
[472] - Quote
FleetAdmiralHarper wrote: thats the problem i have with them.. their suppose to be heavy damaging missiles... but they arent. heavys are suppose to kill cruisers and battle-cruisers.. and you cant even use the t2 variant on ABing battleships... that combined with it skips 2 ship classes before it even starts applying anything. is pretty pathetic... t2 heavys are only really useful on a battleship or dreadnaught standing still, or pocos... and if im going after them ied rather use a blaster naga and kite...
dont even get me started on t2 cruise and torps.. oh dear god..
and rigs arent enough. it still needs those medium and low slot modules. i really hope ccp is serious and adds them..
I've actually looked at the damage application on these weapons and it's not nearly as bad as you make it out to be, especially if your missile damage application skills have been trained to reasonable levels.
There are going to be situations for one type of missile and then situations for another. Just because a missile does more damage against large targets doesn't mean you should use it against every such target. You have to use decision making the same way high damage short-range ammo for weapons is not always the best choice 
FleetAdmiralHarper wrote:i would like all 10% of my damage back. but i would be ok with 7.5% damage returning, like i said an extra 15-20k range with max skills.
5%-7.5% more application in each velocity and exp radius, would be very welcome with furys/rages t2s.
You might just get the second bit through damage application mods, I very very much doubt you are going to get the second. Heavy Missiles and missiles in general still have great damage application at all ranges and are more effective at long range than comparable weapon systems which have to directly trade range and damage.
FleetAdmiralHarper wrote:lastly i dont think cruise missiles got over buffed at all. i think the other long range weapons like (large rails) need to be brought upto-par with other long range weapons like cruise/artillery.
long range weapons shouldn't be useless.. they should kill things at range, as effectively as blasters/autocannons/torps do up-close. but if you get in close/under them, they shouldn't be-able to hit much. thus maintaining balance/purpose
No, if you want this functionality then train gun skills. What you're suggesting just makes all weapons homogenous. Right now there is a good trade-off with damage application at range vs damage up close for most Missile Systems vs comparable Turret systems.
Also if you looked at actual damage stats you would see that Rails are not in a bad place for DPS right now and, in-fact, do more DPS than Artillery does, Arty just has better alpha. |

Josilin du Guesclin
University of Caille Gallente Federation
91
|
Posted - 2013.09.01 05:07:00 -
[473] - Quote
Cade Windstalker wrote: Speaking of those, if you check the effective ranges on Rails, Beam Lasers, or Artillery you'll see that they're generally short of Heavy Missiles at that damage tier. Or to state that a little more plainly. If you fit these weapons for Heavy Missile ranges you don't get Heavy Missile damage, if you fit them for Heavy Missile damage you don't get Heavy Missile range.
*sigh* Had a large post, and the 'save' thing ate it.
Anyway, I did some BC fits up in EFT and used its DPS graphing function. Beams and Rails can equal or beat HML applied DPS vs cruisers, even when those cruisers have high transversal, and they can do it whilst cap-stable. Vs BCs and up HMLs are superior past ~35km. Vs. cruisers and smaller with little transversal beams and rails just own HMLs. Arty sucks for DPS, still.
HMLs are only superior to beams and rails for two things - <5km ranges (in which case why aren't you using short range weapons?), and long range sniping at large ships (for which we have ABCs). I don't think HMLS need a range buff (though I do miss the range my Drake once had), or a raw DPS buff, but they could use a buff to their ability to apply DPS to small and/or fast targets. |

Josilin du Guesclin
University of Caille Gallente Federation
91
|
Posted - 2013.09.01 05:21:00 -
[474] - Quote
Cade Windstalker wrote:There are going to be situations for one type of missile and then situations for another. Just because a missile does more damage against large targets doesn't mean you should use it against every such target. You have to use decision making the same way high damage short-range ammo for weapons is not always the best choice  The problem is that the advantage to using the perfect T2 missile is fairly minor in most cases, and it's a 10s reload time to change over, so generally unless you're sure you'll only be shooting at one type of target for an entire magazine (admitedly not that long with torps or cruises, because they hold far too little ammo) it's not worth using T2 ammo - just use faction ammo for everything.
|

Cade Windstalker
Donohue Enterprises Ad-Astra
69
|
Posted - 2013.09.01 05:48:00 -
[475] - Quote
Josilin du Guesclin wrote:Cade Windstalker wrote: Speaking of those, if you check the effective ranges on Rails, Beam Lasers, or Artillery you'll see that they're generally short of Heavy Missiles at that damage tier. Or to state that a little more plainly. If you fit these weapons for Heavy Missile ranges you don't get Heavy Missile damage, if you fit them for Heavy Missile damage you don't get Heavy Missile range.
*sigh* Had a large post, and the 'save' thing ate it. Anyway, I did some BC fits up in EFT and used its DPS graphing function. Beams and Rails can equal or beat HML applied DPS vs cruisers, even when those cruisers have high transversal, and they can do it whilst cap-stable. Vs BCs and up HMLs are superior past ~35km. Vs. cruisers and smaller with little transversal beams and rails just own HMLs. Arty sucks for DPS, still. HMLs are only superior to beams and rails for two things - <5km ranges (in which case why aren't you using short range weapons?), and long range sniping at large ships (for which we have ABCs). I don't think HMLS need a range buff (though I do miss the range my Drake once had), or a raw DPS buff, but they could use a buff to their ability to apply DPS to small and/or fast targets.
It's actually not terribly long range before Heavy Missiles start to out-damage turrets and you don't need to be shooting at a huge ship. You can deal full damage against most cruisers and anything bigger than that, which makes sense since these are cruiser class weapons.
The thing about getting under the enemy's guns is that you still have the option without going to refit and that's worth quite a bit. If you somehow magically know exactly who you're going to fight and what they're going to bring then that's great but it's only really possible for big sov-fights and even then it's not a consistent advantage any group has.
You should also check out the post-changes long range weapons. The tracking penalty is going to hurt them up close quite a bit.
Plus you're not going to get consistent damage out of Rails or Beam-Lasers if you're fighting an enemy trying to get under your guns. You're going to miss some and hit some and that inconsistency can make an active-tanking opponent much harder to kill.
Josilin du Guesclin wrote:Cade Windstalker wrote:There are going to be situations for one type of missile and then situations for another. Just because a missile does more damage against large targets doesn't mean you should use it against every such target. You have to use decision making the same way high damage short-range ammo for weapons is not always the best choice  The problem is that the advantage to using the perfect T2 missile is fairly minor in most cases, and it's a 10s reload time to change over, so generally unless you're sure you'll only be shooting at one type of target for an entire magazine (admitedly not that long with torps or cruises, because they hold far too little ammo) it's not worth using T2 ammo - just use faction ammo for everything.
That's down to your choice based on your skills and the situation you find yourself in. It doesn't mean that the ammo is somehow useless.
As for the reloading time, at max skills Cruise cycles in 11.4 seconds, Torpedoes 9.9 seconds, Heavy Missiles 8.3, and HAMs 4.4 seconds. These numbers can be increased a little with implants and ship skills but even with a 25% ROF bonus you're still looking at only losing 1 to about 1.3 cycles of damage to reloading. If you think you're going to kill the enemy fast enough for that to not be worth it then that's your call. It probably also means you're winning and don't need to swap anyway (or you're a bad judge of how a fight is going).
Otherwise it's probably worth it since you're really losing relatively little DPS as long as you don't have to switch back and forth constantly. Besides, you're going to have to reload eventually anyway which means reloading early for more damage is generally a good move period (as long as you judge correctly that swapping ammo will actually give you more damage). |

Kyon Rheyne
Frisky cancers Roamer Coalition
15
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Posted - 2013.09.02 14:51:00 -
[476] - Quote
Will arti/autocannons get some close attention in near future? What the one of their stated biggest advantages? Its diversity of damage types they can deliver... with t1/faction ammo. But not with t2, for some reason. We have t2 versions for only 2 t1 ammo types - AFAIR they are nuclear and fusion ones, and this effectively ties us to explosion/a little of kinetic damage type if choosing to use t2 ammunition.
And as for those that already in game, here is a quote from eve university's wiki: "Hail does a lot of damage, on paper. Unfortunately it also cuts your tracking speed by 30% and falloff by 50%. (It also cuts your optimal by 50%, but you didn't want that optimal anyway, right?) When fighting large, stationary targets, Hail may actually be useful. Generally, however, Hail's penalties mean that other ammunition will actually do more real, applied damage even if Hail offers the best on-paper damage. " Quake t2 arty ammo has a similar reputation, and for good reason. |

Mournful Conciousness
Embers Children TOHA Conglomerate
289
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Posted - 2013.09.02 14:58:00 -
[477] - Quote
Kyon Rheyne wrote:Will arti/autocannons get some close attention in near future? What the one of their stated biggest advantages? Its diversity of damage types they can deliver... with t1/faction ammo. But not with t2, for some reason. We have t2 versions for only 2 t1 ammo types - AFAIR they are nuclear and fusion ones, and this effectively ties us to explosion/a little of kinetic damage type if choosing to use t2 ammunition.
And as for those that already in game, here is a quote from eve university's wiki: "Hail does a lot of damage, on paper. Unfortunately it also cuts your tracking speed by 30% and falloff by 50%. (It also cuts your optimal by 50%, but you didn't want that optimal anyway, right?) When fighting large, stationary targets, Hail may actually be useful. Generally, however, Hail's penalties mean that other ammunition will actually do more real, applied damage even if Hail offers the best on-paper damage. " Quake t2 arty ammo has a similar reputation, and for good reason.
... along with T2 blaster ammo, conflagration and T2 missiles of all kinds....
...what's your point, sir? Winter marauders - Mutant Ninja Space Turtles
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Kyon Rheyne
Frisky cancers Roamer Coalition
15
|
Posted - 2013.09.02 15:07:00 -
[478] - Quote
Mournful Conciousness wrote:
... along with T2 blaster ammo, conflagration and T2 missiles of all kinds....
...what's your point, sir?
I've submited corrections to this post after you've quoted it. My main point is that it should has its damage type diversity in t2 variants just as it has in t1. Blasters and lasers don't have such diversity from the start, for example. Under 'damage type' I mean exp/em/therm/kin. |

Cade Windstalker
Donohue Enterprises Ad-Astra
86
|
Posted - 2013.09.02 15:37:00 -
[479] - Quote
Kyon Rheyne wrote:Mournful Conciousness wrote:
... along with T2 blaster ammo, conflagration and T2 missiles of all kinds....
...what's your point, sir?
I've submited corrections to this post after you've quoted it. My main point is that it should has its damage type diversity in t2 variants just as it has in t1. Blasters and lasers don't have such diversity from the start, for example. Under 'damage type' I mean exp/em/therm/kin.
And given that missiles do get to select T2 damage type you may have a point. On the other hand it's also possible that CCP took this into account in the original projectiles rebalance and the ammo would have to lose a bit of damage in order to gain that damage variation.
Also if you look at the actual damage dealt by various projectile ammo types you'll note that every single one deals at least some explosive or kinetic damage and most deal both, so this isn't that out of line for the weapons system at all. Plus if Hail is one of the weakest short range ammo types then Barrage is one of the strongest and Tremor is certainly no slouch either. |

Kyon Rheyne
Frisky cancers Roamer Coalition
15
|
Posted - 2013.09.02 18:30:00 -
[480] - Quote
Cade Windstalker wrote: On the other hand it's also possible that CCP took this into account in the original projectiles rebalance and the ammo would have to lose a bit of damage in order to gain that damage variation.
Well, I would love to know how it was taken in account, then. See, every other's race weapon systems receive a boost (or better say a change) according to this race's philosophy while going to t2. DPS of t2 blasters going even more insanely high, while they are still bound to therm/kin damage types, t2 drones become even better while preserving their damage type variety, missiles aquire some specialization traits AND still retain access to all 4 damage type options. And for projectiles - yes, they receive some boost to amount of damage dealed/fall off in other case, but still not even close to blasters (you'll never find an incursion fleet which will accept autocannon boat in DD role), and bound to one of the least convinient damage type for PVE (except, probably, for angels, NPC usually have sufficient amount of exp resist). So, one can't say that such restriction is accompanied by sufficient raw damage boost, for example, which would help to overcome inconviniet NPC's resists. Its higher then with t1 counterparts, but not so much. And this particular case does not fit into the biger picture of t2 boost principles (which, as was showed above, stick with the general racial warfare philosophy) - in almost any guide projectile weapons are described as having good adaptability to different circumstances through great damage type variety.
Cade Windstalker wrote: Also if you look at the actual damage dealt by various projectile ammo types you'll note that every single one deals at least some explosive or kinetic damage and most deal both, so this isn't that out of line for the weapons system at all.
Phased Plasma and EMP deal a great amount of therm and em damage respectively, and they are ones of most popular ammo choices for matar boats. Losing them while going to t2 is really painfull. |
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