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Catherine Laartii
Providence Guard Templis CALSF
317
|
Posted - 2014.10.14 09:16:00 -
[1] - Quote
Simple idea here that I think would provide a little more flavor to things:
I propose that when weapon tiercide comes around, something that can be done to make faction weapons more 'unique' is to give each faction that uses them special attributes for using faction ammo. Pirate equipment would carry a premium over navy/hisec faction equipment as per the progression with ships and modules.
Pirate factions get bonuses to pirate faction ammo used with pirate faction weapons, navy faction ammo gets bonuses with navy faction weapons, etc.
Here's what this might look like:
-Sansha lasers with sansha ammo get a 15% tracking speed boost
-Blood raider lasers with blood ammo get a 15% cap reduction bonus
-imp navy lasers with imp navy ammo get a 7.5% bonus to optimal range
-ammatar lasers with navy ammo get a 7.5% tracking buff
You could pass off the same thing with other factions to a certain degree too:
-missiles for cal navy would get a sig reduction bonus
-launchers for khanid navy with cal navy ammo would get a speed boost (or just add new faction ammo for them)
-missiles for guristas could get a range buff if used with the right launchers
See how this could be useful? It'd make each and every type of faction weapon in the game unique and useful, I think.  |

Catherine Laartii
Perkone Caldari State
373
|
Posted - 2014.10.14 09:16:30 -
[2] - Quote
Simple idea here that I think would provide a little more flavor to things:
I propose that when weapon tiercide comes around, something that can be done to make faction weapons more 'unique' is to give each faction that uses them special attributes for using faction ammo. Pirate equipment would carry a premium over navy/hisec faction equipment as per the progression with ships and modules.
Pirate factions get bonuses to pirate faction ammo used with pirate faction weapons, navy faction ammo gets bonuses with navy faction weapons, etc.
Here's what this might look like per module:
-Sansha lasers with sansha ammo get a 5% tracking speed boost
-Blood raider lasers with blood ammo get a 5% cap reduction bonus
-imp navy lasers with imp navy ammo get a 2.5% bonus to optimal range
-ammatar lasers with navy ammo get a 2.5% tracking buff
You could pass off the same thing with other factions to a certain degree too:
-missiles for cal navy would get a sig reduction bonus
-launchers for khanid navy with cal navy ammo would get a speed boost (or just add new faction ammo for them)
-missiles for guristas could get a range buff if used with the right launchers
See how this could be interesting? It'd make each and every type of faction weapon in the game unique and useful, I think. 
Please let me know if there are any specific lore attributes that you think might apply to these that I've gone outside of. |

Catherine Laartii
Providence Guard Templis CALSF
317
|
Posted - 2014.10.14 11:03:00 -
[3] - Quote
NOTE: there is not a stacking penalty for the ammo bonus between weapons. While I would also like to see a significant reduction in the tag amount costs of certain modules and weapons to coincide with this, it wouldn't be necessary or relevant to this to work. |

Catherine Laartii
Perkone Caldari State
373
|
Posted - 2014.10.14 11:03:35 -
[4] - Quote
NOTE: there is not a stacking penalty for the ammo bonus between weapons. While I would also like to see a significant reduction in the tag amount costs of certain modules and weapons to coincide with this, it wouldn't be necessary or relevant to this to work. |

Lugh Crow-Slave
Guardians of the Morrigan
132
|
Posted - 2014.10.14 11:11:00 -
[5] - Quote
I feel this just funnels people down limited firing options |

Lugh Crow-Slave
196
|
Posted - 2014.10.14 11:11:27 -
[6] - Quote
I feel this just funnels people down limited firing options |

Catherine Laartii
Providence Guard Templis CALSF
317
|
Posted - 2014.10.14 11:18:00 -
[7] - Quote
Lugh Crow-Slave wrote:I feel this just funnels people down limited firing options So does the current setup with faction weapons encourage them?  |

Catherine Laartii
Perkone Caldari State
373
|
Posted - 2014.10.14 11:18:15 -
[8] - Quote
Lugh Crow-Slave wrote:I feel this just funnels people down limited firing options So does the current setup with faction weapons encourage them?  |

elitatwo
Congregatio
345
|
Posted - 2014.10.14 12:02:00 -
[9] - Quote
Catherine Laartii wrote:NOTE: there is not a stacking penalty for the ammo bonus between weapons. While I would also like to see a significant reduction in the tag amount costs of certain modules and weapons to coincide with this, it wouldn't be necessary or relevant to this to work.
I like it, it's not too absurd to call overpowered and the small gain suits small scale pvp better than large blobs raiding LP stores for crystals or ammo.
Oh and especially I like the tag amount reduction alot. signature |

elitatwo
Eve Minions Poopstain Removal Team
444
|
Posted - 2014.10.14 12:02:34 -
[10] - Quote
Catherine Laartii wrote:NOTE: there is not a stacking penalty for the ammo bonus between weapons. While I would also like to see a significant reduction in the tag amount costs of certain modules and weapons to coincide with this, it wouldn't be necessary or relevant to this to work.
I like it, it's not too absurd to call overpowered and the small gain suits small scale pvp better than large blobs raiding LP stores for crystals or ammo.
Oh and especially I like the tag amount reduction alot.
signature
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Leyete Wulf
Dark Fusion Industries Limitless Redux
69
|
Posted - 2014.10.14 12:19:00 -
[11] - Quote
If this were implemented the drop rate for pirate ammo would need to be tweaked upward. As it stands their market availability is miniscule. |

Leyete Wulf
Dark Fusion Industries Limitless Redux
73
|
Posted - 2014.10.14 12:19:17 -
[12] - Quote
If this were implemented the drop rate for pirate ammo would need to be tweaked upward. As it stands their market availability is miniscule. |

Abrazzar
Vardaugas Family
4871
|
Posted - 2014.10.14 12:27:00 -
[13] - Quote
It would go a long way to allow them to use T2 ammunition, even if they won't get the bonus of the skill specialization while still needing the skill for the ammunition. Sovereignty and Population New Mining Mechanics |

Abrazzar
Vardaugas Family
5121
|
Posted - 2014.10.14 12:27:56 -
[14] - Quote
It would go a long way to allow them to use T2 ammunition, even if they won't get the bonus of the skill specialization while still needing the skill for the ammunition.
Sovereignty and Population
New Mining Mechanics
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Catherine Laartii
Providence Guard Templis CALSF
317
|
Posted - 2014.10.14 14:07:00 -
[15] - Quote
Abrazzar wrote:It would go a long way to allow them to use T2 ammunition, even if they won't get the bonus of the skill specialization while still needing the skill for the ammunition. basic idea is that with the balancing table thing CCP outlined with t2 on one end and faction in another place I think it would be better to give them more differences so as not to step on the others' toes. Currently I think the pricing for faction modules is extremely hyper-inflated, and a tag reduction as well as something like this that gives ALL the weapons a unique flavor would go a long way towards helping the faction item market out. Wouldn't you like to see not just more readily available, but USEFUL things come from the khanid, ammatar and syndicate LP markets? Faction ships, particularly navy ones are in a good spot price-wise, but the market for tackle modules and weapons in particular is all out of whack.  |

Catherine Laartii
Perkone Caldari State
373
|
Posted - 2014.10.14 14:07:31 -
[16] - Quote
Abrazzar wrote:It would go a long way to allow them to use T2 ammunition, even if they won't get the bonus of the skill specialization while still needing the skill for the ammunition. basic idea is that with the balancing table thing CCP outlined with t2 on one end and faction in another place I think it would be better to give them more differences so as not to step on the others' toes. Currently I think the pricing for faction modules is extremely hyper-inflated, and a tag reduction as well as something like this that gives ALL the weapons a unique flavor would go a long way towards helping the faction item market out. Wouldn't you like to see not just more readily available, but USEFUL things come from the khanid, ammatar and syndicate LP markets? Faction ships, particularly navy ones are in a good spot price-wise, but the market for tackle modules and weapons in particular is all out of whack.  |

Catherine Laartii
Perkone Caldari State
373
|
Posted - 2014.11.10 08:34:41 -
[17] - Quote
Leyete Wulf wrote:If this were implemented the drop rate for pirate ammo would need to be tweaked upward. As it stands their market availability is miniscule. I was thinking that if the implemented something like a severe tag reduction for faction LP stores, even if it was just for nullsec lp stores, it would help drive the prices down quite a bit to something bearable. |

Arronicus
Fusion Enterprises Ltd Brothers of Tangra
1235
|
Posted - 2014.11.10 08:48:31 -
[18] - Quote
I feel like giving faction guns access to t2 ammo, bumping their skill req up to reflect that, and perhaps their damage down a bit to compensate for the bonus from the spec skill, would be enough to make faction weaponry, and particularly officer weaponry, actually useful. Sure, there are SOME people, not many, but some, who use faction guns instead of t2 because they have a lot of isk, but not much SP, but many of those who use them now, I believe would still use them after, with the t2 req.
The reason faction weapons are so terrible is the lack of being able to lose t2 long range ammo for short range guns, and short range ammo for long range guns... |

Dave Stark
7126
|
Posted - 2014.11.10 09:56:33 -
[19] - Quote
I'd rather see faction turrets get bonuses like less capacitor use, or more ammo capacity, or lower fitting requirements.
things that aren't related to their primary use (shooting things). |

Adrie Atticus
Shadows of Rebellion The Bastion
511
|
Posted - 2014.11.10 10:31:01 -
[20] - Quote
Sooo a CNR with full of CN mods should become a marauder purely from the virtue of matching a set? |

Catherine Laartii
Perkone Caldari State
373
|
Posted - 2014.11.10 11:17:44 -
[21] - Quote
Dave Stark wrote:I'd rather see faction turrets get bonuses like less capacitor use, or more ammo capacity, or lower fitting requirements.
things that aren't related to their primary use (shooting things). they could have very basic improvements in that area over t1/t2, which get amplified signfiicantly when using faction ammo |

Catherine Laartii
Perkone Caldari State
373
|
Posted - 2014.11.10 11:20:13 -
[22] - Quote
Adrie Atticus wrote:Sooo a CNR with full of CN mods should become a marauder purely from the virtue of matching a set? They don't get an increase in dps or range from this setup, but yeah generally the setup with cal navy would play to its faction ships' strengths of missile sig reduction. Gives people incentive to bling their navy ravens out even more. 
Mind you, it's JUST the guns/launchers paired with their matching faction ammo. Modules, even dmg mods would NOT affect the same modifiers. |

Dave Stark
7137
|
Posted - 2014.11.11 09:24:26 -
[23] - Quote
Catherine Laartii wrote:Dave Stark wrote:I'd rather see faction turrets get bonuses like less capacitor use, or more ammo capacity, or lower fitting requirements.
things that aren't related to their primary use (shooting things). they could have very basic improvements in that area over t1/t2, which get amplified signfiicantly when using faction ammo
or just make them flat out better at criteria X with any ammo. no faffing around with special cases, and just gives them a justification to their price tag. |

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
565
|
Posted - 2014.11.11 11:40:17 -
[24] - Quote
Make weapon specialisation skills apply to all weapons including T1, Storyline, Faction, Officer and T2 but only allow T2 to use T2 ammo. This is essentially a 10% dps buff to all weapons excluding T2. Top tier T1 with all level 5 spec skills then does same damage as T2 but can't use T2 ammo so lacks versatility (fair tradeoff) Faction Weapons then get a 4-5% damage advantage over T2 but can't use T2 ammo (fair tradeoff) Storyline weapons get same DPS as T2 but can't use T2 ammo but have lowered fitting costs (fair tradeoff)
Suddenly all weapons become feasable instead of just T2 and it's all based on skillpoints. the more you invest and specialise the more you get out of it.
Also, redesign ammo to make all ammo useful. Current ammo design makes most crystals/charges useless example: Blasters use antimatter, void or null Rails use antimatter, Javelin or iron (spike sometimes but it's pretty awful)
Pulses uses scorch (almost exclusively) multifreqs or conflag (rarely) Beam uses multifreqs, Gleam or infrared.
This leaves all the inbetweeners just crap and fluff. |

BeBopAReBop RhubarbPie
The Conference Elite CODE.
1119
|
Posted - 2014.11.11 12:09:22 -
[25] - Quote
I like the idea, but until I can use null in faction blasters I will have to stick with t2.
New player resources:
http://wiki.eveuniversity.org/Main_Page - General information
http://www.evealtruist.com/p/know-your-enemy.html - Learn to PvP
http://belligerentundesirables.com/ - Safaris, Awoxes, Ganking and Griefing-á
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