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Gabriel Karade
Posted - 2006.02.11 19:47:00 -
[1 ]
Edited by: Gabriel Karade on 11/02/2006 19:49:52 More skills definitly, but I also think the base damage needs increasing so they can once again frag a pod (or at least a medium skilled pod). Oh, and new graphical effects please (i.e. truely 3D volumetric effect) (\_/) (O.o) (> <) "That's no ordinary rabbit!...that's the most foul, cruel and bad-tempered rodent you ever set eyes on"
Gabriel Karade
Posted - 2006.02.12 09:47:00 -
[2 ]
If you boost the base damage of smartbombs back to the point where you can kill a pod with a large Yf-12a, it's back to where it was pre-RMR where realistically you need multiple blasts from multiple smartbombs to kill frigates (and especially tech II varieties) (\_/) (O.o) (> <) "That's no ordinary rabbit!...that's the most foul, cruel and bad-tempered rodent you ever set eyes on"
Gabriel Karade
Posted - 2006.02.12 18:43:00 -
[3 ]
To be honest, if they just put the pod hitpoints/smartbomb damage ratio back to where it was and made some nice new 3D graphical effects (5km sphere) I'd be happy (\_/) (O.o) (> <) "That's no ordinary rabbit!...that's the most foul, cruel and bad-tempered rodent you ever set eyes on"
Gabriel Karade
Posted - 2006.02.12 19:24:00 -
[4 ]
Well....if they put new skills in increasing damage/blast radius e.t.c I would lub them longtime...just I'm not holding out much hope for that. (\_/) (O.o) (> <) "That's no ordinary rabbit!...that's the most foul, cruel and bad-tempered rodent you ever set eyes on"
Gabriel Karade
Posted - 2006.02.13 12:28:00 -
[5 ]
How about 5% per level skills to damage, blast radius and cap usage? With maximum skills for example: Large Plasma Smartbomb II: 350 x 1.25 = 437.5 Thermal damage 5000m x 1.25 = 6250m Blast radius (200 x 0.75)/7.5 = 20 cap/sec So you would have a device that can possibly pop a Pod with the shield/armour bleed-through, has a Blast radius that still allows tacklers to perform with 7.5km scramblers (they just have to be a bit more careful) and uses ~80% of the cap of a full rack of tech II ion blasters (7 turrets, using 3 magnetic field stabs). I don't think that would be overpowering. Faction smartbombs would of course become more desirable, but then you don't balance a module based on 'uber loot' versions... (\_/) (O.o) (> <) "That's no ordinary rabbit!...that's the most foul, cruel and bad-tempered rodent you ever set eyes on"
Gabriel Karade
Posted - 2006.02.13 12:28:00 -
[6 ]
How about 5% per level skills to damage, blast radius and cap usage? With maximum skills for example: Large Plasma Smartbomb II: 350 x 1.25 = 437.5 Thermal damage 5000m x 1.25 = 6250m Blast radius (200 x 0.75)/7.5 = 20EVE Online | EVE Insider | Forums
Gabriel Karade
Posted - 2006.02.13 15:01:00 -
[7 ]
Originally by: Maya Rkell Also, 10% and 7.5% are GROSSLY out of proportion to other highslot module skills - 5% as a maximum, and that for the basic skill only. For range, 2% would be FAR more appropriate given the massive increase in effective area even this would give. I'm not sure where anyone mentioned 7.5% or 10% boosts. As said I think 5% per level (heck make it a Rank 5 skill) would be ok, as its still leaves room for 7.5km scramblers (bomb radius up to 6.25km) and 5% to damage per level would leave the damage vs. HP ratio as it was pre-RMR (i.e. just enough to pop a Pod with bleed-through, threat to frigates using multiple detonations of > one smartbomb) (\_/) (O.o) (> <) "That's no ordinary rabbit!...that's the most foul, cruel and bad-tempered rodent you ever set eyes on"
Gabriel Karade
Posted - 2006.02.13 23:57:00 -
[8 ]
What I don't get...is why people feel the need to capitalise so many words....just looks like ranting to me P.s new smartbomb graphics please p.p.s no alcohol was harmed in this post (\_/) (O.o) (> <) "That's no ordinary rabbit!...that's the most foul, cruel and bad-tempered rodent you ever set eyes on"