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Ridek Cremmen
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Posted - 2006.04.21 11:22:00 -
[1]
The Amarr have a limitation thatis much more limiting than people imagine and that is in the fact their lasers only do two damage types. This means if you are a pure race player or RP a pure character you are easy to tank against.
Now in the existing weapons system we have a potential fix that fits within the RP of the game as well as science. Particle beam weapons are aklready known and testing for a design is active in current technology. The reason the particle beam is being developed over the laser is the fact it does not rely on it's heat to burn through but rather packs a kinetic punch to break through a barrier.
With the FACT in consideration I would suggest that a base particle beam weapon do not only thermal and em damage but also kinetic.
This change will have a solid impact but not as drastic as some might think since particle beams are much more expensive that regular lasers. The damage would also be spread through 3 damage types thus reducing it's damge per shot in each type.
I would be interested to hear others thoughts on this.
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Tachy
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Posted - 2006.04.21 11:53:00 -
[2]
Edited by: Tachy on 21/04/2006 11:52:56 You could just strap on some projectile weapons. You wont lose much of your high end combat ship bonus that way and you'll have free choice of the damage types you do - within the projectile weapon limits of range, damage and #shots per ammo load being linked to each other.
Strapping on hybrids would set you into the same position as you all caldari and Gallente turret users are - with two damage types. --*=*=*-- Megadon CCP wanted a well known artist and celebrity to test the new font so it's approval would be well known. They got Ray |
Illion
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Posted - 2006.04.21 14:34:00 -
[3]
Edited by: Illion on 21/04/2006 14:33:54
Originally by: Tachy Edited by: Tachy on 21/04/2006 11:52:56 You could just strap on some projectile weapons. You wont lose much of your high end combat ship bonus that way and you'll have free choice of the damage types you do - within the projectile weapon limits of range, damage and #shots per ammo load being linked to each other.
Strapping on hybrids would set you into the same position as you all caldari and Gallente turret users are - with two damage types.
Yes, Thats a good idea, I'll give up my 10% per level bonus to large energy turret cap use fly a BS with no bonuses to the weapon I'm using, and spend the next 6 months training up large hybrid spec - problem solved
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Ridek Cremmen
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Posted - 2006.04.21 15:10:00 -
[4]
While the idea od using a different weapon is feasable for some it does not work for RP reasons, also the ships are designed to use the energy base weapons.
The particle beam suggest is based in science fact and as such would fit into the fiction easily. As I said there is a cost prohibition to this since particle weapons are more expensive.
Another consideration to this COULD be the fact that particle weapons in testing have a longer range than lasers due to energy defusion. The laser relies on the beam for it's strength but over distance will gradually defuse. The partile beam is not a continuious shot but rather a bolt. The bolt does not degrade as quickly.
This would then mean lasers would be shorter range weapons with particle beams as long range weapons. If we remove the pulse and other short range version of particle beams we would fit well within the fiction and thus further limit them thus not creating an inbalance by allow a weapon with 3 damage types in direct fire.
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Tachy
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Posted - 2006.04.21 15:29:00 -
[5]
Large projectiles use less cap than your L5 BS trained large energy turrets.
You might have missed ion and other particle cannons. They're listed in the hybrid weapon group and they eat into the cap of a ship quite good. --*=*=*-- Megadon CCP wanted a well known artist and celebrity to test the new font so it's approval would be well known. They got Ray |
Joshua Foiritain
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Posted - 2006.04.21 18:25:00 -
[6]
Last time i checked Gallente only did two damage types as well... for that matter so do Caldari ships with railguns... -------
[Coreli Corporation Mainframe] |
Spartan III
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Posted - 2006.04.22 02:53:00 -
[7]
T2 laser crystals should do explosive damage. T2 hybrid charges should do explosive damage.
But no, their does not need to be a new weapon for the amarr. Maybe allow these weapons to be jovian and we can get them from jovian drops when jovia space opens up. --- Wolven Elite Guard - Currently recruiting |
The ArchWarder
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Posted - 2006.04.22 04:19:00 -
[8]
Well last time i checked blasters + railguns also do 2 types of dammage. and please tell me how a laser does Kinetic and explosive dammage?
Also lasers have the highest base dammage of all the turrets, its just that all races have a flat 60% base to em resistance on armour.
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Ridek Cremmen
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Posted - 2006.04.22 11:55:00 -
[9]
Okay to the questions asked:
Yes the Caldari and Gallante both have guns that are limited to dual damage types as well. However the primary or most common weapon for both these races is not so limited, Drones and Missiles. The Minmatar guns can do varying damage type, only the Amarr have their primary weapon limited.
A limit BTW that EVERY race has a natural tank for. If you know of any ship with low starting EM resistsance please let me know.
Again you must realize that for balance reasons I am not talking about a primary weapon even. Particle Beam weapons are named weapons and as such much more expensive as well as potentially harder to find.
I am also not talking about a damage increase but rather a spread of the damge across a third type, thus reducing the raw hit of the weapon.
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Ithildin
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Posted - 2006.04.22 13:40:00 -
[10]
Hate to break it to you, but Gallente only has four ships that use drone "as primary weapon". That is including T2 ships, but excluding frigates. For Amarr the same number is three. Don't count ships that have drones as a SECONDARY weapon system (Armageddon, Megathron, Typhoon, and maybe Thorax) New sig coming soonÖ Drone musing (MC-boards) |
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Drizit
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Posted - 2006.04.22 23:16:00 -
[11]
Tachy, I think the main reason for not using Minmatar weapons is Role Play. I don't RP but if I did, Amarr would use only their own weapons, being such a proud race that we are
I think taking overall resistances, although EM resistance is high for armour, explosive is equally high for shield. Kinetic is next in line with Thermal being last on the list of standard resistances.
Amarr - EM/Thermal - 1 high 1 low Caldari/Gallente - Kinetic/Thermal - 1 med 1 low Minmatar - EM/Kinetic/Thermal/explosive - 2 high 1 med 1 low
Methinks Minmatar have a bit of an advantage here. They are able to deal out damage of all types. Caldari and Galente are able to deal out damage on the medium to low range and Amarr have the disadvantage. Note that I have not taken damage per volley into account here but since I use Howitzers myself, I know how hard they can hit at very long ranges so there's little damage reduction for Minmatar weapons given that they equip for all types of damage.
Anyone using hardeners against Minmatar ships would have to have all 4 types while against anyone else, only 2 types are necessary.
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Shetani Mferna
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Posted - 2006.04.23 02:49:00 -
[12]
Originally by: Drizit Methinks Minmatar have a bit of an advantage here. They are able to deal out damage of all types. Caldari and Galente are able to deal out damage on the medium to low range and Amarr have the disadvantage. Note that I have not taken damage per volley into account here but since I use Howitzers myself, I know how hard they can hit at very long ranges so there's little damage reduction for Minmatar weapons given that they equip for all types of damage.
Anyone using hardeners against Minmatar ships would have to have all 4 types while against anyone else, only 2 types are necessary.
Of course, there is a lot you dont take into account. Projectiles do not allow you to do all types of damage, they merely allow you to choose which types you do, as mixing ammunition types will mismatch your optimal ranges.
This flexability is also countered in that many Min ships dont really know which way they're supposed to tank...
As for hardeners, ALL types of projectile ammunition do some ammount of kinetic damage, and all but two IIRC do a good hunk of explosive damage.
Of course, knowing exactly what race of ships you'll be up against is rarely guaranteed in PvP anyway... ________
Dont mind me, I'm just going insane... |
K Shara
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Posted - 2006.04.25 09:49:00 -
[13]
yes armour has a good Em res but shields have 0
Nothing wrong with lasers.
They use no ammo and can easily & quickly switch crystals for different ranges.
there is a reason they nerfed damage mods and its called teh geddon.
If anything lasers need nerfing <><><><><><><><><>
Contraband
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