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Sentani
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Posted - 2006.01.10 20:03:00 -
[1]
i just think it breaks with the lineage of the T2 items...
all the other T2 items have had the same same preformance as the best named T1 item but with a little more fitting specs then t1 un-named with an extra skill to make it a little better (atleast when it comes to the guns)...
the current penaltys is just silly if you ask me  think the price of getting the t2 ammo is a penalty enough  ____________ The cargo bay is overloaded and cannot be made to fit Expanded Cargohold I. It is currently only capable of fitting 8772.12 units and it is currently jammed full with 9558.33 units. |

Sun Sliver
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Posted - 2006.01.10 20:11:00 -
[2]
Edited by: Sun Sliver on 10/01/2006 20:12:04
I dont know...I did some testing with the Barrage and Tremour projectile T2 Med shells. They seemed to be work pretty damn good to me. Course penalties make them more niche than their T1 counterparts, but i can defintely say there are times when I'd opt for them over T1, just not always
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Erloas
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Posted - 2006.01.10 22:23:00 -
[3]
well I think they are trying to change how people play a bit and are specifically trying to go against the old philosophy of T2 stuff.
In that before anyone could do just about everything and T2 stuff was without a doubt better then anything T1.
Now they are forcing people to specialize more. If you want the increased dmg from T2 ammo you have to give something up for it, speed, or ability to tank or something. So you can have better dmg but you will need another person there to make up for your short-falls. Maybe you have to have a friend set up just to tank and he gets all the aggro then you come in later with your weak tank but increased firepower. And when you are done by working together both players are better off working together in specialized roles then working individually with the ability to do everything.
Without going back and reworking a lot of stuff (which would be a lot of work and make a lot of people mad) they have to intice people to specialize by giving good bonuses that also have penalities with them.
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Gariuys
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Posted - 2006.01.10 22:27:00 -
[4]
Edited by: Gariuys on 10/01/2006 22:27:40 My deimos can wreck for almost 1k damage using void in ions and 2 damage mods.... nuff said. ~{When evil and strange get together anything is possible}~ A tool is only useless when you don't know how to use it. - ActiveX The grass is always greener on the other side. - JoCool |

Leon 026
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Posted - 2006.01.10 22:52:00 -
[5]
Maybe for a cruiser, but Rage and Javelin rockets on a crow interceptor seems pretty stupid and pointless to me. ------------------------------- Be Caldari, be proud. Haak-kin k'len
Leon / LN026
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Tensa
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Posted - 2006.01.10 22:56:00 -
[6]
Wait....but don't you have t2 guns that fit your description? T2 ammo is just icing on the cake. A bonus. An extra. Not necessary. This is why t2 guns can still use t2 ammo.
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Shayla Sh'inlux
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Posted - 2006.01.10 23:41:00 -
[7]
Did you try t2 ammo?
Void - nice until you actually start shooting a moving target. With an optimal of, say, 400m 50% tracking penalty ruins your DoT. 1k wreckings mean nothing when you can't hit half the time.
Javelin - tried it? Fitting, say, an Enyo with it will make it pretty much immobile.
Hail - See void. Great damage - if you ever hit. 50% tracking penalty again. Oh and it now also reduces your cap. As if Minmatar ships had that much cap in the first place.
Missiles - 45% cap recharge reduction. Per launcher. Nuff said.
Only ammo's usable are, not unexpected, the +100% range ones since being able to hit at over 200km for good damage with a BS > any penalty you can think of.
Lol a Harpy can hit at 100km with Spike. How silly does it get? Will EW get an upgrade to compensate? How about lock range? Oh wait, we just fit sensor boosters to get immunity to damps.
RMR = the patch the borked PvP.
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Cadiz
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Posted - 2006.01.11 00:41:00 -
[8]
Edited by: Cadiz on 11/01/2006 00:45:18 Edited by: Cadiz on 11/01/2006 00:44:38 Why does everybody write off Null and Barrage ammo? :/
In the case of Null, you get about 91.6% of the damage of Antimatter, but with 75% greater optimal and 25% increased falloff (plus thermal primary damage, for all those Amarr t2 ships you need to pwn) in exchange. Barrage gives you 100% the damage of EMP, albeit just in expl/kin instead of emp/expl/kin, but you also get 50% better optimal and 50% greater falloff.
Both of these ammo types give you excellent damage at far more usable ranges than the usual max-damage ammo, and involve little to no compromise of actual damage output. Basically, there's no reason not to use them in PvP.
Yay for autocannons and blasters getting the shiny stuff!
It's true that most of the stuff is oddball and/or highly conditional, though. Especially the Amarr t2 crystals, yegh, what a bloody mess...
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Sun Sliver
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Posted - 2006.01.11 00:46:00 -
[9]
Originally by: Cadiz Edited by: Cadiz on 11/01/2006 00:43:26 Why does everybody write off Null and Barrage ammo? :/
In the case of Null, you get about 91.6% of the damage of Antimatter, but with 75% greater optimal and 25% increased falloff (plus thermal primary damage, for all those Amarr t2 ships you need to pwn) in exchange. Barrage gives you 100% the damage of EMP, albeit just in expl/kin instead of emp/expl/kin, but you also get 50% better optimal and 50% greater falloff.
Both of these ammo types give you excellent damage at far more usable ranges than the usual max-damage ammo, and involve little to no compromise of actual damage output. Basically, they are perfect ammo types.
It's true that most of the stuff is oddball and/or highly conditional, though. Especially the Amarr t2 crystals, yegh, what a bloody mess...
me likey the Barrage ammo, couple that EMP...BOOM!
even Tremour has its use. I can pop interceptors from 110km in a Muninn now..bwuahahaha
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nmwone
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Posted - 2006.01.11 08:57:00 -
[10]
Originally by: Cadiz Edited by: Cadiz on 11/01/2006 00:46:30 Why does everybody write off Null and Barrage ammo? :/
In the case of Null, you get about 91.6% of the damage of Antimatter, but with 75% greater optimal and 25% increased falloff (plus thermal primary damage, for all those Amarr t2 ships you need to pwn) in exchange. Barrage gives you 100% the damage of EMP, albeit just in expl/kin instead of emp/expl/kin, but you also get 50% better optimal and 50% greater falloff.
Both of these ammo types give you excellent damage at far more usable ranges than the usual max-damage ammo, and involve little to no compromise of actual damage output. Basically, there's no reason not to use them in PvP.
Yay for autocannons and blasters getting the shiny stuff!
It's true that most of the stuff is oddball and/or highly conditional, though. Especially the Amarr t2 crystals, yegh, what a bloody mess...
The Null S ammo is nice indeed (I've not tried the bigger). It gives a ship like the taranis some more range to work with and its great. Some would say that the optimal on blasters doesnt matter much cause its gonna be low anyway. With Null S I get 2,35km optimal and 3km falloff on my Light Ion II's, which means I can put some more range between me and target. That makes the tarcking go better and there's a lot of hits.
The Void S is not ideal for the Taranis. It forces it to be sooo close to the target and gives it crappy tracking for that range, which makes hitting small stuff hard. I would use Null S overall, and load Void S when there's a big target Iam gonna be shooting at for a while.
The Barrge ammo is nice stuff now when Hail is allmost useless. It gives some better range and falloff, but what I like the most is the exp/kin damage. Makes it really good when shooting at armor.
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Randuin MaraL
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Posted - 2006.01.11 08:59:00 -
[11]
Quote: T2 ammo is weird...
No, is not. I love using it ... adds some nice effects to my autocannons. Never be in the company of anyone with whom you would not want to die. MEDUSA veteran, Khumaak Award winner http://members.aol.com/pacalbalan/TheParatwa/Randuin2.jpg |

Drosssk
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Posted - 2006.01.11 09:48:00 -
[12]
T2 Ammo has a good idea behind it atleast, but I think its implementation is seriously flawed.
Take for instance that small ships using T2 ammo take OUTRAGEOUS penalties to multiple attributes. Take Hail S for example. Most people would think half your tracking is worth the extra base dmg per shell. But it also cuts your speed by 20% and your cap recharge by 10%.
This kills any frigates ability to do anything but deal more damage. Again, not a bad idea until you add the fact that to make it work you would want to be on top of your target and have him webbed and out damage him, fine, now add reload times and your worthless.
I think T2 ammo in typicall CCP style has taken a great idea off the deep end once again and made it a little too niche.
The drawbacks on some of these ammunitions needs to be seriously rethought and tweaked. __________________
Enemies strengthen you. Allies weaken. |
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