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Edward Sarum
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Posted - 2006.05.20 18:26:00 -
[1]
I have proposed this change before and will do so again. I am requesting that the particle sub weapons available to the Amarr undergo a slight change. I request that they be allowed to do damge in the EM, Thermal and Kinetic areas all at once. I would suggest that the damage overall not be increased, or if it is not by much. Rather spread the same damage over the three types instead of two.
The reason for this suggestion is based in science fact where particle beam research has shown that the kenetic impact of the weapon is a major cause of damage as well as the heat and the electrical disruption.
This change would have only a MINOR effect overall as particle weapons are named only and thus will be at a substancially higher cost and thus less often fitted. The multiple damage type will give the Amarr a small bit of damage verisility that they currently lack and yet maintain their racial flavor in weapons.
I do not see any way this would unbalance the game and if there is a way please someone point it out.
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Maya Rkell
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Posted - 2006.05.20 19:05:00 -
[2]
Edited by: Maya Rkell on 20/05/2006 19:05:49
Because particle weapons are hybrid, Amarr weapons are lasers.
The named weapon names are just confusing and should be altered.
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jbob2000
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Posted - 2006.05.20 19:05:00 -
[3]
Um...it's unbalanced because amarr would be doing 3 damage types...that's how.
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Gronsak
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Posted - 2006.05.20 19:57:00 -
[4]
Originally by: Maya Rkell
Because particle weapons are hybrid, Amarr weapons are lasers.
what she said!
article weapons = hybrids like rails or blasters which do kin mainly :)
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Edward Sarum
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Posted - 2006.05.21 00:04:00 -
[5]
Hyrbids might be there but are not the true form of partilce weapon. A particle beam weapon is in essence a lightning bolt that is artificially created. Lighting does some heat damage and of course electrical damage but it also has a serious kinetic punch. That is why particle beams are considered more effective than lasers in attempts to shot down missiles. Lasers must hold target long enough to burn, the particle beam punches through.
Now then the argument it is uber, this is not correct, doing the three types of damage will only make it a BIT tougher to tank an Amarr, it will actually have little effect on the weapon other than that. ===============================================
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Joerd Toastius
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Posted - 2006.05.21 08:59:00 -
[6]
I doubt you're going to get a serious balance change pushed through just because it fits with the name of a specific module better :?
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Edward Sarum
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Posted - 2006.05.21 12:02:00 -
[7]
Again I will ask what is the serious balance change you are speaking of. The limited supply and higher cost will mean there is not many of these. The damage being spread amongst 3 types will have the potential to reduce the overall actual damage caused. The only real change will be a small ability to hit an area that is not normally tanked against when fighting Amarr. It can still be easuly countered with a small adjustment to tanking. The weapon will not be generally used and will have limited effect.
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Joerd Toastius
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Posted - 2006.05.21 22:21:00 -
[8]
Meh. I just think that it's silly to remove flavour from racial setups in this way in order to homogenise them. Furthermore, I don't see a significant balance problem that needs this as a fix.
Besides which, damage types are determined by ammo, not weapons...
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Edward Sarum
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Posted - 2006.05.22 11:42:00 -
[9]
Originally by: Joerd Toastius Meh. I just think that it's silly to remove flavour from racial setups in this way in order to homogenise them. Furthermore, I don't see a significant balance problem that needs this as a fix.
Besides which, damage types are determined by ammo, not weapons...
I will agree that the damage types are usually determined by the ammo used, in this you are correct. However this does not change the "flavor" of the Amarr since a Particle beam is a directed enegery weapon as are lasers. Both would use a focus crystal and enegery not real ammo, hence the flavor is maintained.
The real mix of races takes place when players are drawn away from their racial weapons to use others to gian the effect they want due to limitation within the their chosen race. Now I am not talking about imagination but rather simple balance.
In this example you must realize that the main weapons of the Amarr are the ones that are the most tankable in every ship. Thus to play a pure and truly falvored Amarr you will be at a disadvantage out of the gate due to the fact that to be successful against the Amarr you only need two specific hardeners 80% of the time.
While the proposed changes would have only minor effect on this it would however offer the Amarr an option to combat that that stays within the flavor of the races weapons.
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James Duar
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Posted - 2006.05.22 12:11:00 -
[10]
"Particle" refers to many things in physics. Photons - light - can be considered particles or waves.
Blasters I would call particle weapons - they shotgun clouds of charged atoms at a target and inflict terrific damage. They need a large supply of matter to draw from.
The Amarr lasers on the other hand heat and charge matter at the target. The named 'particle beams' of the Amarr should probably just be changed since it's a misnomer, however the only particle they'd have ready access to is electrons sheared from the laser crystal. This would be a thermionic emission and low intensity, probably knocking incidental electrons from target matter and building up a mild surface radical charge. By no means would a large kinetic effect be felt from this bombardment - the surface would acquire a charge that would diffuse and damage electronics / shield harmonics.
Contrast this effect to an electron blaster pulverizing a large shell in a cyclotron, hurling the electron gas at the target and subsequently bombarding it with high-mass atoms, which will penetrate and disrupt hull and armor crystal structures deep within the ship, but be comparatively well deflected by a shield forcefield. Or a railgun shell slamming into a target as a solid block of matter hammering into other matter.
The Amarr particle beams are barely, barely kinetic. Certainly nowhere near an actual significant damage scale.
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