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Paul Dubois
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Posted - 2003.08.22 12:00:00 -
[1]
Just a quick comment that someone pointed out in another thread:
Everyone tends to compare the 650s with the 250s for cpu power etc as these are the most used guns within their class. However if you are comparing like for like then it should be a comparison between 720 and 250 as these are the longest range weapons in each class.
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Paul Dubois
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Posted - 2003.08.22 16:07:00 -
[2]
Soltys
When you're doing the tests I would be really interested in the same kind of comparisons using the top end pirate drop guns. As someone pointed out the projectiles get an increase in damage mod and rof, whereas (from memory I may well be mistaken :-) ) the other two get a better tracking speed and a reduced cap cost (and I think they all get an improved optimal range?)
This gives scout projectiles a considerable increase in damage over time compared to their hybrid/energy counterparts. Of course where tracking speeds come into play this would increase the DoT for hybrids/energy, and in long combats reduced cap would have a significant impact.
Having said that you can't simply remove the damage improvement for pirate drop projectiles without giving them a bonus elsewhere - and as they have no cap usage that only leaves optimal range, tracking or possibly even ammo capacity (leaving out RoF as it would also increase DoT)?
Being a projectile user I would be more than happy for the damage mod to remain in :-) but after seeing a few comments on it I think it might be a lil unfair, and also makes balancing a lil harder.
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Paul Dubois
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Posted - 2003.08.25 16:20:00 -
[3]
Part of the problem here is that there is one type of shield hardener for all types of craft, if you up the cap costs etc to create a penalty for battleship users then frigates wont be able to use them at all, and cruisers will have a very severe penalty. Personally I think the only way to balance out shield hardeners is to have different version of the shield hardeners which can only be used by particular types of ship, but given the way CCP have set it up that would probably be pretty difficult.
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Paul Dubois
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Posted - 2003.08.25 17:48:00 -
[4]
Problem with that is that it is penalising the smaller craft - they are getting way less protection from hardeners then :-)
What I wanted was a hardener that gave the same percentage reduction but had differing CPU/Power requirements and different cap drain, so the larger the ship type the more the cap drain etc, and each type could ONLY be fitted on the equivalent ship type i.e. small hardener for frigates, medium for cruiser etc. But based on the way CCP has implemented modules I'd say it would be fairly hard to do.
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Paul Dubois
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Posted - 2003.08.30 15:50:00 -
[5]
Just curious as to why so many of the projectile weapons are very similar and fallin the low range options - eg. dual 180, 220 vulcan and 425? Then theres a massive gap up to the 650 and 720.
There doesnt seem to be a big enough difference in the role of the first three, just my opinion.
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Paul Dubois
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Posted - 2003.09.04 12:44:00 -
[6]
If hardeners are effectively a requirement for you to survive in battle for any length of time, or for any battle to last more than a minute, then I would say its no longer an optional module. You might as well tell the dev team to drop a couple of medium slots and up the resists on everyones ship :-).
But given the update on the shield boosters, the new low slot booster module, they might not be quite as essential. But me, I still think all classes of ship get killed too easily, up all their shields!
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