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Luc Boye
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Posted - 2003.10.11 14:16:00 -
[1]
Just a thought, wouldn't it be cool to have 4 gun types as we have 4 races. Think about it. Hybrids could stay Gallente guns, it wouldn't matter since hybrids suck, and gallente ships suck too. So Gallente would be like nice ships with side-air bags and cruise control and cup-holders. Give caldari a 4th gun type with reasonable bonuses =). --
2004.12.29 23:33:40combatMining Pollution Cloud hits you, doing 140.0 damage. |

Perry
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Posted - 2003.10.11 14:40:00 -
[2]
We have 4 types:
Energy Hybrid Projectil
and...
Missiles 
But we do need another type for Jove 
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j0sephine
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Posted - 2003.10.11 14:43:00 -
[3]
"But we do need another type for Jove "
... Jove use the /heal weapon of doom. :s
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Luc Boye
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Posted - 2003.10.11 14:55:00 -
[4]
Edited by: Luc Boye on 11/10/2003 16:14:38 Yea well ok, missiles, but then Caldari ships need their bonuses revised, but that has already been discussed.
Also if missiles are caldari thing, then Raven is forced to at least 2 turrets, while apocalypse isn't forced to 2 launchers. --
2004.12.29 23:33:40combatMining Pollution Cloud hits you, doing 140.0 damage. |

Joshua Calvert
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Posted - 2003.10.11 16:49:00 -
[5]
Amarr: Lasers Gallente: Hybrids Minmatar: Projectiles Caldari: ???
I can't think of another gun type that doesn't intrude upon the other 3 races.
LEEEEERRRRRRRRRRROOOOOOOOOYYYYYYYYYYYYYYY! |

j0sephine
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Posted - 2003.10.11 17:02:00 -
[6]
Edited by: j0sephine on 11/10/2003 17:05:22
"Amarr: Lasers Gallente: Hybrids Minmatar: Projectiles Caldari: ???
I can't think of another gun type that doesn't intrude upon the other 3 races."
Gallente: Hybrid Blasters and drones. Hell of punch at short range. Caldari: Hybrid Railguns and missiles. Keep the enemy at distance and pick them off.
... or something like that o.O;
edit and yes, missiles are Caldari thing... even description of some Amarr frigate says something to the effect of "'tis ship is unique for Amarr and rather Caldari-like, as it actually can use missile launcher"
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Zyrla Bladestorm
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Posted - 2003.10.11 17:28:00 -
[7]
j0 has it right I think, both caldari and gallente started out with the same tech (hybrid) then gallente evolved to hybrid+drones and caldari to hybrid+missiles . ----- Apologys for any rambling that may have just occurred.
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Braken
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Posted - 2003.10.11 22:24:00 -
[8]
CALDARI SHOULD GET RAMMING SPIKES BONUS OR MAYBE A DRILLING WEAPON GIVE THOSE DAM AMARR SCUM A SHOCK WITH A DRILL BIT VIBRATING BETWEEN THERE LEGS Born To Be Wild!!!! |

Wodka
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Posted - 2003.10.11 22:50:00 -
[9]
caldari have the most powerfull weapon of all EW
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Roba
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Posted - 2003.10.11 23:46:00 -
[10]
oh come on! Look at the skill bonuses for the ships!
Galente = blasters Caldari = rail guns Amarr = lasers Minmatar = proj
Why do caladri = rail guns and not gal? Have you ever put a 425mm on a scorp with the right skills and lvl 4 bs? 100km range.
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Luc Boye
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Posted - 2003.10.12 02:07:00 -
[11]
Quote: Why do caladri = rail guns and not gal? Have you ever put a 425mm on a scorp with the right skills and lvl 4 bs? 100km range.
What use is that range when you are under 20km to use ECM?
--
2004.12.29 23:33:40combatMining Pollution Cloud hits you, doing 140.0 damage. |

zincol
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Posted - 2003.10.12 11:51:00 -
[12]
Quote: oh come on! Look at the skill bonuses for the ships!
Galente = blasters Caldari = rail guns Amarr = lasers Minmatar = proj
Why do caladri = rail guns and not gal? Have you ever put a 425mm on a scorp with the right skills and lvl 4 bs? 100km range.
scorps r ew - so warp scram and webs r out da window for 100km when web is 10km and scrambler is 20km...
w00t
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The Major
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Posted - 2003.10.13 09:41:00 -
[13]
In a "real" battle that 100km range is very usefull. Of course when I say "Real" battle I mean how CCP intended us to fight battles. With Frigate cover.
A squadron of frigates can get within 7.5km of an enemy and warp jam them without getting themselves even scratched while their friend in the scorpion target jams the enemy and pounds away with big guns from 100km away.
Not to mention that caldari frigates can ussually run a couple of jamming mods to really screw up their opponents day. Ideally in a "real" battle over half the ships involved would be Frigates. Because they're cheap.
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Bjorn Nilfheim
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Posted - 2003.10.13 09:48:00 -
[14]
Quote: In a "real" battle that 100km range is very usefull. Of course when I say "Real" battle I mean how CCP intended us to fight battles. With Frigate cover.
A squadron of frigates can get within 7.5km of an enemy and warp jam them without getting themselves even scratched while their friend in the scorpion target jams the enemy and pounds away with big guns from 100km away.
that actually works semi-decently. To keep the enemy from running in fear while target jammed before the warp scrambler can get into range, and still be able to jam the enemy before they jam you takes a bit of balance. i prefer the 50k range with uranium on my scorp, but to each his own...
Admiral of the Forsaken Fleets Pillar of the Fallen Emperor |

Luc Boye
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Posted - 2003.10.13 11:05:00 -
[15]
Well this might work in big fights at pre-determined locations with proper bookmarks and all. In regular gameplay, you never warp out at that range.
In order to use that scorp+frigs tactics, scorp has to warp in first, target jam, then mwd out for range? At the same frigates have to be pretty fast to warp in and warp jam the target, since he'll probably try to warp out once he realizes he's target jammed.
Too fussy. Mostly what will happen is that scorp warps in, locks the opponent down (incl. warp jam) and opens up with guns + missiles. No need for frigates.
If you do the reverse thing, frigates warp in first, warp jam the guy, if the target has any sense he might dish out 8 heavies and rip frigate apart in 2 seconds.
I can think of many other bonuses that would be more useful for a scorp, and would fit in the roleplay as well. How about +1 sensor strength per level? Or reduced targeting time per level? Or something else that could be useful for EW platform. --
2004.12.29 23:33:40combatMining Pollution Cloud hits you, doing 140.0 damage. |
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