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Author |
Thread Statistics | Show CCP posts - 11 post(s) |
Hungry Eyes
Ministry of War Amarr Empire
151
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Posted - 2011.11.10 20:17:00 -
[481] - Quote
buffing prop mods, and ship speed (to what it's required in order to use blasters effectively) is a very bad idea imo. it will create more problems than solutions. |
Daedalus Arcova
70
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Posted - 2011.11.10 20:19:00 -
[482] - Quote
Depends on whether Minmatar's superiority in speed is enough to keep them ahead when Gallente's better MWD performance is taken into account.
Regardless, I still think Gallente should be the fastest when not using MWD. |
Zircon Dasher
Zirconia Trade Group
22
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Posted - 2011.11.10 20:31:00 -
[483] - Quote
Daedalus Arcova wrote:Pinky Denmark wrote:I don't mind minmatar being faster, however with much lower mass the gallente ships would accelerate faster and gain more from MWDs. I would suggest adding mass to minmatar ships and remove mass from gallente blasterships. Make Gallente the fastest race without MWD, but give them the mass to keep them a bit slower than Minmatar at MWD speeds. Plates (even as they are now, although they need fixing) would have less of an effect on top speeds, and Gallente boats would be able to hold their prey once they'd caught it, and still do reasonable speed while scrammed, neuted and webbed (as they are whenever they get into blaster range).
Not sure this will really do much for BC and smaller hulls unless you make the base speed significantly higher. 19km webs and 16km scrams still leave blaster boats in the position of being raped before they get into range. |
Daedalus Arcova
71
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Posted - 2011.11.10 20:34:00 -
[484] - Quote
Zircon Dasher wrote:[quote=Daedalus Arcova]19km webs and 16km scrams still leave blaster boats in the position of being raped before they get into range.
Quite. But those ranges are not the norm, and getting caught by an Arazu or a Rapier is usually game over for anyone. |
Imawuss
United Atheist League
28
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Posted - 2011.11.10 20:52:00 -
[485] - Quote
You cannot make Gallente faster than mimatar, Why? because then rail guns would be the new kite weapon of choice, Also Blasters would Alwasy be able to maintain range, making them OP as well. All this would do is shift the imbalance. This also ignores all caldari ships.... Lets not forget that. Adding extra stats to ships/new hybrid only modules again ignores Caldari and does not balance hybrids instead it just mask's the problem.
The only way to fix Hybrids is to FIX hybrids. Small changes to ships can happen but they cannot encroach on mimatar. Playing with stats and ammo is the only way. Stop dreaming of all Gallente getting damp bonuses, or a dash (thus making recons worthless fyi) Every ship needs a weakness and advantage you cannot paint with a broad brush.
This conversation needs to be directed at Hybrids not the Ships. Ships are used to cater to particaular tasks and situations further giving them dedicated roles. |
Moonaura
Swedish Aerospace Inc The Kadeshi
9
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Posted - 2011.11.10 21:05:00 -
[486] - Quote
This thread has reached epic proportions. I'm not sure what more can be said that hasn't be said lol.
I feel sorry for CCP Tallest... and this is how I imagine this thread has made him feel:
http://www.youtube.com/watch?v=I-eCX8guIVM |
Zircon Dasher
Zirconia Trade Group
22
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Posted - 2011.11.10 21:08:00 -
[487] - Quote
Daedalus Arcova wrote:Zircon Dasher wrote:[quote=Daedalus Arcova]19km webs and 16km scrams still leave blaster boats in the position of being raped before they get into range. Quite. But those ranges are not the norm, and getting caught by an Arazu or a Rapier is usually game over for anyone.
No Arazu/ rapier needed. Using t2 scrams and webs with gang booster. |
Nemesor
Stimulus Rote Kapelle
28
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Posted - 2011.11.10 21:11:00 -
[488] - Quote
Daedalus Arcova wrote:Nemesor wrote:Daedalus Arcova wrote:
Ok, so let's turn this around. Make Gallente the fastest. Now, all it takes is to fit railguns instead of blasters, and you've just mirrored the same problem.
Terrible example and one that has been attempted before. Rails can't track well enough to kite in the same fashion. They also do less DPS overall than Minmatar weapon systems. So you missed the part where CCP Tallest buffed railgun tracking and damage, and uffed Javelin tracking? I guess you missed the bit where I called for a nerf to autocannon tracking and the falloff bonus from TEs too.
I am talking with the changes. I guess you missed the part where railguns are still fairly terrible.
I still think you just want to have the comfort of controlling range and whether you want to fight or not. It's understandable though. It is quite an advantage to have. |
Elrianmk2
4
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Posted - 2011.11.10 21:13:00 -
[489] - Quote
Nemesor wrote:Elrianmk2 wrote:Surely a better idea is to give the Blaster boats a bonus to damping? thus forcing their opponents into their ranges? granted you would have to use scripts to make it work properly but it fits with the Gallente up close preferred method of fighting.
This post points out another message to you devs. It says: "Gallente! A race so messed up people don't know that it already has a bonus to using Damps!""
Blasterboat bonus in particular, Buff the bonus, so you know the Mega bonus:
Quote:
Gallente Battleship Skill Bonus: 5% bonus to Large Hybrid Turret damage and 7.5% bonus to Large Hybrid Turret tracking speed per level.
yeah where is there a damping bonus there? or maybe the Thorax?
Quote:Gallente Cruiser Skill Bonus: 5% bonus to Medium Hybrid Turret damage per level and 5% increase to MicroWarpdrive capacitor bonus per level.
im not talking about the Fing ewar ship bonus which is nice for what target practice? damping works in a fleet not in isolation 1:1 damping boat? yeah i will sacrifice my ability to hold you down or possibly catch up with you, or be cap stable-ish? Nice one, i was refering to a bonus on the ships themselves remove the MWD / dmg bonus and turn it into a damp bonus. Just an idea, nothing more than that and it still doesnt solve the PvE issues Hybrid boats have to deal with. Sometimes "Meh" is an acceptable response. |
Nemesor
Stimulus Rote Kapelle
28
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Posted - 2011.11.10 21:16:00 -
[490] - Quote
Imawuss wrote:You cannot make Gallente faster than mimatar, Why? because then rail guns would be the new kite weapon of choice, Also Blasters would Alwasy be able to maintain range, making them OP as well. All this would do is shift the imbalance. This also ignores all caldari ships.... Lets not forget that. Adding extra stats to ships/new hybrid only modules again ignores Caldari and does not balance hybrids instead it just mask's the problem.
The only way to fix Hybrids is to FIX hybrids. Small changes to ships can happen but they cannot encroach on mimatar. Playing with stats and ammo is the only way. Stop dreaming of all Gallente getting damp bonuses, or a dash (thus making recons worthless fyi) Every ship needs a weakness and advantage you cannot paint with a broad brush.
This conversation needs to be directed at Hybrids not the Ships. Ships are used to cater to particaular tasks and situations further giving them dedicated roles.
You can't fix a problem that is a combination of past ship nerfs and ammo and weapons buffs with only a Hybrid weapon buff.
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Nemesor
Stimulus Rote Kapelle
28
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Posted - 2011.11.10 21:17:00 -
[491] - Quote
Elrianmk2 wrote:Nemesor wrote:Elrianmk2 wrote:Surely a better idea is to give the Blaster boats a bonus to damping? thus forcing their opponents into their ranges? granted you would have to use scripts to make it work properly but it fits with the Gallente up close preferred method of fighting.
This post points out another message to you devs. It says: "Gallente! A race so messed up people don't know that it already has a bonus to using Damps!"" Blasterboat bonus in particular, Buff the bonus, so you know the Mega bonus: Quote:
Gallente Battleship Skill Bonus: 5% bonus to Large Hybrid Turret damage and 7.5% bonus to Large Hybrid Turret tracking speed per level.
yeah where is there a damping bonus there? or maybe the Thorax? Quote:Gallente Cruiser Skill Bonus: 5% bonus to Medium Hybrid Turret damage per level and 5% increase to MicroWarpdrive capacitor bonus per level. im not talking about the Fing ewar ship bonus which is nice for what target practice? damping works in a fleet not in isolation 1:1 damping boat? yeah i will sacrifice my ability to hold you down or possibly catch up with you, or be cap stable-ish? Nice one, i was refering to a bonus on the ships themselves remove the MWD / dmg bonus and turn it into a damp bonus. Just an idea, nothing more than that and it still doesnt solve the PvE issues Hybrid boats have to deal with.
So you want to add another bonus to the every blaster boat in addition to the ones they have now? Hurrrr.
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Elrianmk2
4
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Posted - 2011.11.10 21:28:00 -
[492] - Quote
Nope Nem, i stated remove Elrianmk2 wrote:, i was refering to a bonus on the ships themselves remove the MWD / dmg bonus and turn it into a damp bonus. Just an idea, nothing more than that and it still doesnt solve the PvE issues Hybrid boats have to deal with.
Granted at this point i am not sure if my troll detector has gone offline i suspect it has... Sometimes "Meh" is an acceptable response. |
Julius Foederatus
Hyper-Nova
7
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Posted - 2011.11.10 21:29:00 -
[493] - Quote
Rails are not going to be used as a kiting weapon because they a) have terrible tracking and b) have terrible dps.
Not to mention that everyone proposing a speed buff to Gallente says keep Minmatar agility the best. Guess what? You can easily change direction and overheat MWD (probably wouldn't even have to do that) and warp away from the Gall boat that's still trying to turn. Jesus kids, think these things through. |
Daedalus Arcova
71
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Posted - 2011.11.10 21:36:00 -
[494] - Quote
Nemesor wrote:I still think you just want to have the comfort of controlling range and whether you want to fight or not. It's understandable though. It is quite an advantage to have.
FYI, the vast majority of my SP is dedicated to Gallente ships and hybrids. I only ever fly any other race through gritted teeth. I have a vested interest in Gallente and hyrids being buffed, but I want there to be balance more than I want to fly a new FOTM. |
Monger Man
D.S.A.
5
|
Posted - 2011.11.10 21:36:00 -
[495] - Quote
I've been seriously thinking about the Galente being the fastest and how that makes rail kitting with anti matter the new Minmatar.
And I've realized this is Totally incorrect.
Yes anti matter kitting on the fastest ship is powerful, but only against kitting AC fits. It does you no good against Lasers. You're playing right into there hands, you have to keep you're traversal low, and they are still in there optimal.
Its terrible against missiles. You would have to orbit to keep you're speed up so you're not taking full damage, seriously crippling you're tracking.
And Minmatar have a counter to it. Arti.
Now yes you're going to see a lot of rail AM kitters initially. But people will realize pretty quick they can go back to there other ships and really own rails.
So you then push Blaster boats back to blasters, the more flexible system. And then everything evens out. AC's have falloff and can get dps going before blasters can open up. Lasers still have there crystal switches and better tanks.
Missiles are still missiles. And no this doesn't help Caldari. But it may be time to accept that balancing hybrids between two different races doing two totally different things just isn't going to work.
Now unless someone can tell me why rails (in jam ranges because 1v1 you still need a point) on the fastest ships, considering all the other variables not just AC would be over powered then fine.
And if you can think of it that would be great. Because I cant at the moment. |
Kvaser Rand
Nite Ryder Industries
0
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Posted - 2011.11.10 21:37:00 -
[496] - Quote
A question:
The changes that was announced on the devblog: http://www.eveonline.com/devblog.asp?a=blog&nbid=3012 Are they still in effect, meaning, will they still be implemented alongside the changes that CCP Tallest mentions in teh first page of this thread?
Or, are the changes mentioned in the devblog scrapped?
|
sq0
The Scope Gallente Federation
16
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Posted - 2011.11.10 21:40:00 -
[497] - Quote
Imawuss wrote:You cannot make Gallente faster than mimatar, Why? because then rail guns would be the new kite weapon of choice, Also Blasters would Alwasy be able to maintain range, making them OP as well. All this would do is shift the imbalance. This also ignores all caldari ships.... Lets not forget that. Adding extra stats to ships/new hybrid only modules again ignores Caldari and does not balance hybrids instead it just mask's the problem.
The only way to fix Hybrids is to FIX hybrids. Small changes to ships can happen but they cannot encroach on mimatar. Playing with stats and ammo is the only way. Stop dreaming of all Gallente getting damp bonuses, or a dash (thus making recons worthless fyi) Every ship needs a weakness and advantage you cannot paint with a broad brush.
This conversation needs to be directed at Hybrids not the Ships. Ships are used to cater to particaular tasks and situations further giving them dedicated roles.
BLASTERSHIPS SHOULD BE FASTEST. balance it something like:
CLOSEST ENGAGEMENT RANGE OF COMBAT START: blasters win, ofc they have bigger dmg, you can just run away in normal circumstances, - it is their territory
SOME MIDDLE GROUND: sometimes wins blasters sometimes other weapon systems. Sometimes the damage put on blaster ship until it gets in range will be enought to win fight sometimes it won't be and once blaster gets in range even damaged, it manages to kill the other one. Here victory will be decided by fitting, pilot skills, exact situation etc.
LONGER ENGAGEMENT RANGE OF COMBAT START: Here is the damage dealt to blastership until it gets in range too much for blastership to compensate with higher dmg, and longer range weaponsystem wins. Or blastship gets completely destroyed on the way.
WHAT IS OP about that? that sometimes wins blasters sometimes autocannons? depends on whos territory you are on ? But everyone have a chance of winnin |
Gecko O'Bac
Deep Core Mining Inc. Caldari State
17
|
Posted - 2011.11.10 21:51:00 -
[498] - Quote
Monger Man wrote: Its terrible against missiles. You would have to orbit to keep you're speed up so you're not taking full damage, seriously crippling you're tracking.
Just fyi: to mitigate against missiles it's better going in a straight line with an AB on. |
Sigras
Conglomo IMPERIAL LEGI0N
35
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Posted - 2011.11.10 21:53:00 -
[499] - Quote
Daedalus Arcova wrote:Nemesor wrote: Once upon a time, Gallente used to be the second fastest race. I know you probably do not remember that, but it is a fact. Less damage at range would only mean it takes longer for the Mini to kill the Gallente pilot.
That would mean that Minmatar could use their superior speed to kite 'till their heart's content That would mean that Minmatar could use their superior speed to kite 'till their heart's content That would mean that Minmatar could use their superior speed to kite 'till their heart's content That would mean that Minmatar could use their superior speed to kite 'till their heart's content That would mean that Minmatar could use their superior speed to kite 'till their heart's content That would mean that Minmatar could use their superior speed to kite 'till their heart's content
Read your statement and tell me that is balance. All control is on the Minimatar side of the table. They outrange and out pace any Gallente ship. That is not a fun experience for the one being kited until you get dizzy from circling him. Thats not even counting that Minmatar have STASIS WEB RANGE BONUSES.
Ok, so let's turn this around. Make Gallente the fastest. Now, all it takes is to fit railguns instead of blasters, and you've just mirrored the same problem. Same imbalance, different outcome. My point was that kiting is pointless unless you're able to do decent damage from that range. If some future well-balanced incarnation of a Hurricane wanted to kite me in a future well-balanced iteration of a Brutix, his ****-poor kiting dps wouldn't necessarily be enough to kill me before my Hammerhead IIs kill him. But the way things are now, I probably wouldn't stand a chance. Balance doesn't mean making Gallente the new Minmatar. It means making each races' strengths meaningful, while toning down the excesses. The reason we benchmark everything against Minmatar at the moment is because they're so hideously overpowered, in every scenario. But Gallente ships' inferior mobility to Minmatar wouldn't be so much of an issue if only 25% of the roaming ships you come across in space were of Minmatar origin, instead of the 70 or 80% it is now. For that to happen, Minmatar need bringing back into line as much as Gallente need boosting. I want balance, not for Gallente to become the new Winmatar. Can you tell the difference?
The problem with this is that by nerfing minmatar range, you would either eliminate kiting altogether or you would simply make it less effective, so instead of taking 5 minutes to kill me with me having no chance, it takes 10 minutes to kill me with me having no chance. See the problem?
I suppose if you made gallente the faster ships while the matari were more maneuverable you could fit railguns, but the fitting on rails should make fitting a tank, MWD and rails impossible.
I really dont think this problem can be solved by damage . . . you could add +100% damage to all blasters, and they would still be relegated to station camping and shooting at caps because they simply cannot get into range to apply their damage. Ill take 500 DPS pretty much always over 2000 DPS pretty much never, and thats what you get with the gallente . . . a lot of DPS pretty much never. |
Monger Man
D.S.A.
5
|
Posted - 2011.11.10 21:53:00 -
[500] - Quote
Gecko O'Bac wrote:Monger Man wrote: Its terrible against missiles. You would have to orbit to keep you're speed up so you're not taking full damage, seriously crippling you're tracking.
Just fyi: to mitigate against missiles it's better going in a straight line with an AB on.
Ok got me there. But you're not going to find any AB fit Brutix in lowsec. Probably not in Null. And if you where AB fit you wouldn't make a great kitter.
But I will keep that in mind. |
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M1AU
Farstriders New Eden Industrie Alliance
28
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Posted - 2011.11.10 22:01:00 -
[501] - Quote
Kvaser Rand wrote:A question: The changes that was announced on the devblog: http://www.eveonline.com/devblog.asp?a=blog&nbid=3012 Are they still in effect, meaning, will they still be implemented alongside the changes that CCP Tallest mentions in teh first page of this thread? Or, are the changes mentioned in the devblog scrapped?
As I read correctly, the changes mentioned in the first post of this thread alongside the changes mentioned in the devblog are still going up-to-date. Nothing is set in stone of course. |
Shadow Lord77
Shadow Industries I
56
|
Posted - 2011.11.10 22:03:00 -
[502] - Quote
I just had a crazy idea:
Unify blasters and hybrid turrets!
Consider this carefully. Unify the turrets. Create separate ammunition for hybrid turrets. Blaster ammunition, which is close range, and rail ammunition which is long range. Blaster ammo gives the turret a huge penalty to fall-off and optimal range, but increases tracking speed and has a high ammunition damage base. Rail ammunition provides a massive bonus to optimal range and fall-off but gives a major penalty to tracking speed and has lower damage numbers. When the ammunition type, (Meaning blaster and rail ammunition), changes the turret visibly changes shape as well, (To demonstrate the change in ability.)
The five second change to loading hybrid ammunition assists this idea. This way a Rokh battleship, (For example), can snipe at long range because if they warp to you at zero you change your ammunition to blaster ammunition and use that on them.
This solves all the issues. You can use your medium damage-per-second low tracking rail-gun ammo as you approach them. When you are in range you switch to blaster ammunition in your turrets and use that on them. If you want to do this you should carry twice the amount of ammo in your cargo hold so this presents a penalty as well.
What do you think about this presentation? |
Monger Man
D.S.A.
5
|
Posted - 2011.11.10 22:06:00 -
[503] - Quote
Shadow Lord77 wrote:I just had a crazy idea:
Unify blasters and hybrid turrets!
Consider this carefully. Unify the turrets. Create separate ammunition for hybrid turrets. Blaster ammunition, which is close range, and rail ammunition which is long range. Blaster ammo gives the turret a huge penalty to fall-off and optimal range, but increases tracking speed and has a high ammunition damage base. Rail ammunition provides a massive bonus to optimal range and fall-off but gives a major penalty to tracking speed and has lower damage numbers. When the ammunition type, (Meaning blaster and rail ammunition), changes the turret visibly changes shape as well, (To demonstrate the change in ability.)
The five second change to loading hybrid ammunition assists this idea. This way a Rokh battleship, (For example), can snipe at long range because if they warp to you at zero you change your ammunition to blaster ammunition and use that on them.
This solves all the issues. You can use your medium damage-per-second low tracking rail-gun ammo as you approach them. When you are in range you switch to blaster ammunition in your turrets and use that on them. If you want to do this you should carry twice the amount of ammo in your cargo hold so this presents a penalty as well.
What do you think about this presentation?
A few things, I've actually thought of this and posted it in a different thread.
First it makes hybrids hands down the most flexible weapon in the game. So you would have to go back to 10 sec (or longer) reloads.
You would probably want to revert the cap changes. Heck probably all the changes.
The problem is you would have "the" answer for any situation anytime. But its an interesting idea still.
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Lekgoa
Sardaukar Merc Guild General Tso's Alliance
7
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Posted - 2011.11.10 22:09:00 -
[504] - Quote
Elrianmk2 wrote:Lekgoa, i understand your concerns about the limited amount of ewar fitting, as my post suggested, this was about another approach to looking at the problem, An additional midslot on blaster-boats and the damp bonus would help dictate range.
My main point of my post though was that no matter what we do, for PvE, you know the making money part to do PVPing? Hybrids are firggen useless.
Bonused damps might work on blaster boats with an extra mid, but I still think that solution is too complicated. Some nice, simple buffs to T2 ammo and Gallente mobility (speed, agility, mwd bonuses, overload bonuses, take your pick) would go a long way towards making blaster boats viable.
As for PvE...dominix. I don't care if it looks like a potato. It kicks ass. And it has a chubby little man drawn on the bottom. |
Moana Pozzi
Partito dell' Amore
0
|
Posted - 2011.11.10 22:28:00 -
[505] - Quote
I like the idea of some kind MWD bonus but only on the first cycle... something like:
activate MWD... for first cycle your linear speed is increased by 100%... after the first cycle the MWD works normally.
The idea like said in many previous posts, is to "jump" on the victim, scram, web it and show the power of the blasters....
i also agree that blasters needs more than only a 5% dps buff. i dunno exactly how much more, but more...
blasters at short range must be scary... but real scary... 5% is not so scary...
all imho.
Thanks in advance to everybody for reading my post. |
Sigras
Conglomo IMPERIAL LEGI0N
35
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Posted - 2011.11.10 22:43:00 -
[506] - Quote
Lekgoa wrote:Elrianmk2 wrote:Lekgoa, i understand your concerns about the limited amount of ewar fitting, as my post suggested, this was about another approach to looking at the problem, An additional midslot on blaster-boats and the damp bonus would help dictate range.
My main point of my post though was that no matter what we do, for PvE, you know the making money part to do PVPing? Hybrids are firggen useless. Bonused damps might work on blaster boats with an extra mid, but I still think that solution is too complicated. Some nice, simple buffs to T2 ammo and Gallente mobility (speed, agility, mwd bonuses, overload bonuses, take your pick) would go a long way towards making blaster boats viable. As for PvE...dominix. I don't care if it looks like a potato. It kicks ass. And it has a chubby little man drawn on the bottom. well the problem is that even 3 damps cant dampen someone enough to make them come in web range. |
Nemesor
Stimulus Rote Kapelle
29
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Posted - 2011.11.10 22:54:00 -
[507] - Quote
Daedalus Arcova wrote:Nemesor wrote:I still think you just want to have the comfort of controlling range and whether you want to fight or not. It's understandable though. It is quite an advantage to have. FYI, the vast majority of my SP is dedicated to Gallente ships and hybrids. I only ever fly any other race through gritted teeth. I have a vested interest in Gallente and hyrids being buffed, but I want there to be balance more than I want to fly a new FOTM.
Then take it from a pilot who is maxed skill in all four races in every ship BS and below. I fly predominantly AC and Arty ships. The Loki, Vaga and hurricane are the ones I use most. Matari need to be the most agile not the fastest. I only started as a Gallente pilot. |
Shadow Lord77
Shadow Industries I
56
|
Posted - 2011.11.10 23:06:00 -
[508] - Quote
Monger Man wrote: A few things, I've actually thought of this and posted it in a different thread.
First it makes hybrids hands down the most flexible weapon in the game. So you would have to go back to 10 sec (or longer) reloads.
You would probably want to revert the cap changes. Heck probably all the changes.
The problem is you would have "the" answer for any situation anytime. But its an interesting idea still.
Thanks for your post.
To paraphrase someone else who excellently put it: Laser weapons systems have an advantage as they have excellent EMP and thermal damage-per-second. With scorch they have excellent range. They also have superior ammo logistics.
Projectile weapon platforms require no cap, and have an advantage in close-range damage-per-second values, and superior long-range artillery alpha numbers.
What advantage do hybrid weapons have?
With CCP's proposed buff they have a five second reload. And closer damage numbers. But there are still fundamental issues with ship speeds. If you close in on someone who has a rail-gun they lose their advantage. |
Jazz Styles
Sileo In Pacis
3
|
Posted - 2011.11.10 23:08:00 -
[509] - Quote
Daedalus Arcova wrote:I posted my thoughts in response to the hybrid rebalance in a different thread, so please refer to that: https://forums.eveonline.com/default.aspx?g=posts&m=290102#post290102Some other things: - The damage difference between the 2nd and 3rd tier railguns is too small. Give the 150, 250 and 425mm rails a bit more damage, to make them a worthy step up from the 120, 200 and 350mm calibres. A few things about ammo: - Null ammo needs +50% for both optimal and falloff. Barrage gives a 50% falloff bonus, and Scorch gives 50% extra to range. Blasters depend on both range and falloff, so Null ought to give a 50% bonus for both, to help truly address the range issues of blasters. - Significantly increase base damage for Antimatter, Void and Javelin. This would make blasters truly melt face at close range. Railguns would be more viable for mid-range engagements, where their counterparts are actually pulse lasers and autocannons with long-range ammo. - Simplify the ammo types. There's too much granularity of range at present. Instead, make hybrid ammo more like projectile ammo, so different ammo types have different balances of thermal and kinetic damage, such as 20/80, 50/50 and 80/20.
Listen to this guy, he knows what he's talking about. Make it happen! |
Shadow Lord77
Shadow Industries I
56
|
Posted - 2011.11.10 23:18:00 -
[510] - Quote
Monger Man wrote: A few things, I've actually thought of this and posted it in a different thread.
First it makes hybrids hands down the most flexible weapon in the game. So you would have to go back to 10 sec (or longer) reloads.
You would probably want to revert the cap changes. Heck probably all the changes.
The problem is you would have "the" answer for any situation anytime. But its an interesting idea still.
Laser weapons have an advantage as they have excellent EMP and thermal damage values and consume no ammo. Scorch allows for fair damage at range. Projectile weapon require no capacitor and they are numerically superior at close range and long-range alpha sniping. What advantage do hybrid weapons have over these?
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