
Audri Fisher
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Posted - 2006.05.13 00:38:00 -
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Originally by: Ithildin
Originally by: Rod Blaine - boost megapulse optimal a bit, slight damage boost, slight tracking nerf. - boost autocannon optimal a bit, decent clip size boost, small tracking nerf. - boost blaster optimal by like 60%, nerf tracking considerably (really needs web at 10km, useless below 2.5km against even BS, web or not), decrease cap use considerably, decrease cpu use a bit.
Keeping in mind that other thread, would this actually work ?
and if not, any other ideas to get to the same result of changing the range at which long range weapons start outdoing short range ones ?
Ok, this might not be very fair to pick out suggestive numbers like this and taking them as a serious proposal and then start to flame it a bit. Anyways.
Megapulse :: What you are doing here is making Megapulses the most damaging weapon at longer range at the cost of a wee bit tracking. Effective for most damage in EVE at ranges up to about 30-40km depending on crystal
Autocannon :: A small damage boost considering clip size, but the weapon would still only be affective up to about 20km considering that the optimal range is really lousy and all of it's range comes from 16km Fall off.
Blasters :: While the megapulses have been boosted to do more damage than blasters (*always* compare optimal ships, and that mean Armageddon!) the range has been boosted that Blasters will be effective to... 20km. Tracking, which wasn't great to begin with, has been decreased drastically. Also, you already need several webs and a target painter to hit a battleship at less than 5km if he's clever enough to move a bit. If he's not, then... well... even a tracking disrupted blaster will hit, really.
I will be fair, however, since you asked for (what we/I'd consider) better ideas. I'm going to go at it, TomB style. Artilleries, and Railguns - tracking decreased by 30% Beams - Tracking decreased by 40% Cruise Missile - Explosion radius increased by 33%
It's really difficult, however, considering that mathematical models by which CCP do much of their game balancing fails to take into account that people, who know combat, never orbit to get transversal (well, unless you are Farjung and manages the act of finding people relatively alone in a system and without stabs). You align for a warp out. That means near no transversal.
Thus my suggestion needs a bit more. Autocannons - Damage increased by 20% Blasters - Damage increased by 25% Pulses - Damage increased by 10% Torpedo - Damage increased by 10%, flight time reduced by 25%, explosion radius decreased by 25% Essentially increase damage, and thus effectiveness, of shorter ranged weapons that they will do plenty more damage than their long range counterparts regardless of whether they actually hit or not.
But that has it's own problem, does it not? Increase damage and the combat time drops even further! All ships in EVE (does NOT include drones) - +200% hit points
Ugh... capacitors... Amarr - -25% capacitor use of turrets Caldari - -50% missile and torpedo size Gallente - -35% capacitor use and -25% ammunition size Minmatar - -25% ammunition size Note: No changes to turret capacity.
Well, it's a bit sketchy and the numbers are chosen for effect and symmetry, but what the heck?
P.S. I never understood why long range missiles were more "accurate" than short range torpedoes. Consider game balance, that is.
P.P.S. Main point of this post is, however, "you're making pulses too powerful". Loads of extra words.
Why do short range weapons need a massive boost in power against long range weapons? Large Blasters are broken, everyone knows this, so using them as basis for judgement is flawed. Seems to me that the short range weapons need to work as intended before we go around doing some massive rebalanceing, since projects on that huge a scale seem to break things more often than not.
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