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Badman Lasermouse
Run and Gun Mercenary Corps
20
|
Posted - 2014.10.29 13:43:02 -
[1] - Quote
Good Morning,
I would like to propose a change to Autocannons that I feel would add a bit more balance and make them and in turn Minimitar ships a bit more viable.
So Lets talk about Autocannons compared to the competition. They have some advantages, zero cap usage, selectable damage type. The trade off is lower overall DPS and mediocre tracking and damage projection. Lasers have higher DPS and projection, while blasters do significantly more DPS, with better tracking. One would expect that autocannons would fall somewhere in middle of the damage/tracking/projection equation but they fall short in just about every category. A medium blaster loaded with null can just about outperfom a medium autocannon in every category.
My fix would be a simple one, extend the falloff of autocannons by 20-30% across the board. I feel that with would bring a bit more balance by increasing the damage projection of Minimatar ships without being game breaking.
Any feedback is appreciated.
Badman |

Badman Lasermouse
Run and Gun Mercenary Corps
20
|
Posted - 2014.10.29 14:25:36 -
[2] - Quote
TheMercenaryKing wrote:wow...If there is any weapons in the game that doesn't need a buff, it is projectile turrets in general.
As far as constructive feedback goes, please explain to me how projectiles are overpowered. Mediums in particular.
Badman |

Badman Lasermouse
Run and Gun Mercenary Corps
20
|
Posted - 2014.10.29 16:13:39 -
[3] - Quote
Lets talk about mediums on non-falloff bonused hulls.
Currently, an armor Rupture or Cane (without multiple TE's) with 220's will have a falloff of around 12km using short range high damage ammo. With Barrage loaded and ~100 less DPS that number jumps to about 20km. So that means, at around 20km your average autocannon boat is doing about half their already anemic DPS.
Pulse Lasers will do FULL DPS out to 30km with scorch, albeit with slightly worse tracking.
Blasters, loaded with Null, can still outdamage autocannons within 20km.
Where exactly is that sweet spot where autocannons outperform blasters or lasers?
It doesn't exist. In Frigate Fights scram range kiting is a viable tactic, however once you jump up to mediums, holding your target at 10KM gives the autocannon pilot no advantage, as the blasterboat with null still outdamages, and outracks your high damage short range ammo.
Extending an autocannons falloff will not give Mini pilots a significant advantage, however it will give a skilled pilot a chance to compete against a Blaster Boat by controlling range, or at the very least hit a Laser Boat that is applying its Full DPS to them at range. |

Badman Lasermouse
Run and Gun Mercenary Corps
20
|
Posted - 2014.10.29 19:13:32 -
[4] - Quote
I understand the theory there but what Im talking about in practice, 425's may be easier to fit, but the typically Mini T1 Cruiser or BC is already light on the PG side to begin with, negating any fitting advantage.
While selectable damage is nice for shooting T2 hulls, I would prefer to have straight explosive guns with more favorable damage projection.
I'm only asking for about 10km in falloff here guys. I think its reasonable for a Hurricane to be able to do more than 250 DPS at 20km with AC's.
Badman |

Badman Lasermouse
Run and Gun Mercenary Corps
20
|
Posted - 2014.10.29 20:09:57 -
[5] - Quote
Sigras wrote:That means at the kiting range of 18, the autocannon ship is still doing 51% of its damage while the blaster ship is down to 20.9% each having two damage mods, rupture vs thorax, at 18 km the rupture does roughly twice as much damage.
20% of 1000 is still 50% of 400. No autocannon boat can pull 1000 gun DPS and still have a viable fit. A shield Brutix can, a Mega can do it without breaking a sweat. Try and pull those numbers on a Cane or a Pest, you are already cutting them in half before you even get started. So at 18K, blaster boat still wins the DPS race. |

Badman Lasermouse
Run and Gun Mercenary Corps
20
|
Posted - 2014.10.30 02:02:57 -
[6] - Quote
Sigras, explain to me how that shield Rupture controls range on that shield Thorax. Maybe autocannons don't need a buff, maybe Gal ships just need a nerf. |

Badman Lasermouse
Run and Gun Mercenary Corps
23
|
Posted - 2014.10.31 14:48:04 -
[7] - Quote
Gawain Edmond wrote:ok i think anyone who's quoting numbers and dps from now on should also include the fit for the omen navy to hit to 41km it needs 2 tracking computers, you can go tracking enhancers but you need 4 heat sinks to get 330 dps and with a 6km fall off you gotta have the tracking computers. Do we count ships that don't have tanks prop mods or tackle in these arguments? because my eft'ed pest gets 1100+ dps without drones and applies damage out to 47km!!
If you increase the range of ac's to compeate with pulse lasers then no one will ever use pulse lasers because the cap could be better spent on other things if another gun will do the job at the same range so I'd like to give pulse lasers a win button so that when they shoot everything dies. You know since we're asking for silly things and making stuff up!
Ok so that last part got a bit silly.
Feel free to post that 1100 Gun DPS Pest fit. Because if it exists (which is doesn't) It will become the only ship I ever fly again.
Badman |

Badman Lasermouse
Run and Gun Mercenary Corps
23
|
Posted - 2014.10.31 16:23:03 -
[8] - Quote
Ship changes would be nice, however I think an autocannon change would be more feasible. Increasing medium AC's falloff would in no way over power them, it would just allow them to fufill their role on more platforms.
TheMercKing, I see from your killboard that you USED to be a Minimitar Pilot, maybe you need to fit another AC Rupture or Cane to see what they are like these days. |

Badman Lasermouse
Run and Gun Mercenary Corps
23
|
Posted - 2014.11.01 20:33:01 -
[9] - Quote
Or just give them a 20% falloff bonus across the board. Mediums at the very least. |

Badman Lasermouse
Run and Gun Mercenary Corps
25
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Posted - 2014.11.03 20:02:57 -
[10] - Quote
Let's not derail the topic boys. More falloff for autocannons! |

Badman Lasermouse
Run and Gun Mercenary Corps
27
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Posted - 2014.11.05 18:34:54 -
[11] - Quote
Bumping it because I mean it. |

Badman Lasermouse
Run and Gun Mercenary Corps Safety's Set To Red
31
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Posted - 2014.11.21 17:54:15 -
[12] - Quote
Still can't get any Dev love? I'm dissapointed.
Badman |

Badman Lasermouse
Run and Gun Mercenary Corps Safety's Set To Red
34
|
Posted - 2014.12.02 15:53:02 -
[13] - Quote
Eleven pages and I still can't get any love from the devs... Thanks for the bumps guys.
-Badman
|

Badman Lasermouse
Run and Gun Mercenary Corps Safety's Set To Red
38
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Posted - 2014.12.17 17:31:29 -
[14] - Quote
Thanks for the bumps guys. Lets keep it going, CCP will have to look at it eventually.
-Badman
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Badman Lasermouse
Run and Gun Mercenary Corps
40
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Posted - 2014.12.23 14:41:34 -
[15] - Quote
Baltec, thanks for derailing my thread and turning it into this. If you could stop commenting on it completely I'd appreciate it.
Bottom line here is Im proposing a buff to the falloff of autocannons, the issue is whether that would improve the current meta, or break the game. The majority of opinions seem to think it would improve the meta, with a few exceptions.
-Badman
|

Badman Lasermouse
Run and Gun Mercenary Corps
40
|
Posted - 2014.12.23 15:12:27 -
[16] - Quote
Jack Oam wrote:Badman Lasermouse wrote:
I'm only asking for about 10km in falloff here guys. I think its reasonable for a Hurricane to be able to do more than 250 DPS at 20km with AC's.
Badman
would you ask same for blasters? why not? Want more falloff take ship with falloff bonuses, or increase falloff with modules. if anything medium artillery sucks dps wise some data: t3 with 6 long range guns 3 damage mods and dps subsystem, all 5 skills, short range t1 ammo ship/dps/optimal/falloff proteus: 580 18/23 legion: 588 23/10 tengu: 483 36/15 loki: 397 23/22 411 15/33 411 15/22
Why are you linking arty and rail fits when we are talking about autocannons?
-Badman
|

Badman Lasermouse
Run and Gun Mercenary Corps
44
|
Posted - 2014.12.28 22:16:52 -
[17] - Quote
Baltec1's Solo Kills
When you've killed 18 ships solo, over your entire career, please don't come here and act like you are on top of the current Meta. I asked you before, please stop posting in my thread, you don't know what you are talking about.
-Badman
|

Badman Lasermouse
Run and Gun Mercenary Corps
44
|
Posted - 2014.12.28 22:58:20 -
[18] - Quote
I said it, I mean it. Next time Goons take out a fleet of 100 stabbers let me know.
-Badman
|

Badman Lasermouse
Run and Gun Mercenary Corps
44
|
Posted - 2014.12.28 23:39:19 -
[19] - Quote
It was probably fit like that because a Tempest wouldn't be able to do the job. Baltec1, now I've asked you twice, stop posting on my thread.
-Badman
|

Badman Lasermouse
Run and Gun Mercenary Corps
45
|
Posted - 2014.12.29 16:09:01 -
[20] - Quote
Stop straying off topic please. We are talking about a buff to Auto Cannon falloff range. Not about running sleeper sites, and not that crystals break. Bottom line is that Auto Cannon and Blaster engagement range have too much overlap when using null ammo, with a significant DPS advantage as well. Projectiles should be able to out DPS blasters at point range. In the current meta, without a falloff bonused hull they cannot.
-Badman
|

Badman Lasermouse
Run and Gun Mercenary Corps
45
|
Posted - 2014.12.29 16:22:53 -
[21] - Quote
Please read my original post, or just stop posting in the thread entirely.
-Badman
|

Badman Lasermouse
Run and Gun Mercenary Corps
45
|
Posted - 2014.12.29 16:46:41 -
[22] - Quote
Kaerakh wrote:Badman Lasermouse wrote:Please read my original post, or just stop posting in the thread entirely. So what? I don't agree 100% with the echo chamber and don't accept a hypocritical or dishonest argument so therefore I need to shut up and be censored? I'm honestly trying to have a discourse with you guys to hammer out more than just, 'autocannons are bad mkay' and you guys essentially treat me like an abhorrent monster ripping out your teddy bear's entrails. I can be convinced and I have been convinced that autocannons need a buff, but you wouldn't know that because you don't post here and just assumed that I'm here to enforce a false dichotomy(which is probably just projection on your part). I also never tell anyone that they need to be censored. I may stop discussing an issue with you, but that's hardly the same. The fact is, the only evidence I've seen that properly illustrates why autocannons are disadvantaged has only been provided to me by James Baboli. He provided me with hard numbers that showed the autocannon T1 ammunition has little to no point from a DPS perspective to switch from short range ammunition at any range. So if you're not willing to defend your point then why are you here? That's what the board is for. Edit: Great, now I don't get to see what that other guy was going to post stifling the discussion. Thanks for the censorship. 
I still dont think that you've even read my original post, or my subsequent posts in the 18 previous pages. I'm not going to type them out again for your benefit. Please read the original post. A buff to medium auto cannon falloff would not break the game, it would make some Mini hulls viable solo and small gang ships again. The Rupture and the Hurricane in particular. At the moment both hulls are Armor brawlers with the lowest DPS in their class, a buff to falloff may make the shield kiting fits a viable alternative once again.
-Badman
|

Badman Lasermouse
Run and Gun Mercenary Corps
45
|
Posted - 2014.12.29 17:01:45 -
[23] - Quote
Bronson Hughes wrote:Badman Lasermouse wrote:I still dont think that you've even read my original post, or my subsequent posts in the 18 previous pages. I'm not going to type them out again for your benefit. Please read the original post. A buff to medium auto cannon falloff would not break the game, it would make some Mini hulls viable solo and small gang ships again. The Rupture and the Hurricane in particular. At the moment both hulls are Armor brawlers with the lowest DPS in their class, a buff to falloff may make the shield kiting fits a viable alternative once again. Out of curiosity, how would you feel about adding falloff bonuses to projectile ammo instead of the autocannons themselves? I haven't run the numbers, and I know that arties would have to be dealt with as well, but I'm thinking 0% falloff bonus for short range ammo, 50% falloff bonus for medium range ammo, and 100% falloff for long range ammo. This would give you an actual choice (do I want tracking, range, or DPS?) as opposed to the comparative non-choice you have now (do I want DPS or Barrage?) If this was a straight swap (i.e. ditch optimal and go exclusively with falloff), arties would need a rebalance. If it was an "either/or" addition (i.e. arties get optimal, ACs get falloff), I think it could work with minimal headache.
I think that could actually solve the problem without actually changing the weapon systems at all. It would also make millions of rounds of now useless ammo useful again. I could stand behind that.
-Badman
|

Badman Lasermouse
Run and Gun Mercenary Corps
45
|
Posted - 2015.01.02 23:09:31 -
[24] - Quote
baltec1 wrote:
Going back to the rax vs rupture, the rupture can fit its largest close range weapons, a mwd and tank with the full array of tackle, 3x damage mods, a TE and a med neut. The rax cant do this, it must downgrade the guns so it gets half the range of the rupture, it must get into scram range to do its damage and that also means getting into neut range which is not a happy place to be for something with cap hungry weapons. Worse still is if you decide to plate your rax, and most do, and you want to go with 3x damage mods that leaves you with two low slots to play with so chances are that explosive resist hole is going to be wide open. Said fusion rupture is also out damaging the null rax so if your rupture is packing an AB the mwd rax is in real trouble as it cannot dictate range once it enters scram range which it must do because of its blasters. If the rax is AB fit and your rupture is mwd you can just stay at range and pick it off.
Lets pretend that these two ships are in the same class for a moment, the Ruptures counterpart is the Vexor, which is the most powerful t1 cruiser in the game.
Here's your Rupture fit, its not bad, I've used it.
[Rupture, Unnamed loadout] Damage Control II Gyrostabilizer II Gyrostabilizer II Tracking Enhancer II Gyrostabilizer II
Experimental 10MN Microwarpdrive I Large Shield Extender II Large Shield Extender II Warp Disruptor II
425mm AutoCannon II, Republic Fleet Fusion M 425mm AutoCannon II, Republic Fleet Fusion M 425mm AutoCannon II, Republic Fleet Fusion M 425mm AutoCannon II, Republic Fleet Fusion M Medium Unstable Power Fluctuator I
Medium Ancillary Current Router I Medium Core Defense Field Extender I Medium Core Defense Field Extender I
Valkyrie II x1 Warrior II x4
Now here are some stats:
DPS 502 including the drones and Fleet Fusion with a optimal of 1.7k and a falloff of 14k
DPS drops to 418 with Barrage and a falloff of 22.
Does 1693 M/S, 2 minutes of Cap with the MWD on, 1 minute with the Nuet as well.
EHP 26K
Now here's your typical Thorax:
[Thorax, Unnamed loadout] 1600mm Reinforced Rolled Tungsten Plates I Energized Adaptive Nano Membrane II Energized Adaptive Nano Membrane II Damage Control II Magnetic Field Stabilizer II
Experimental 10MN Microwarpdrive I X5 Prototype Engine Enervator Faint Epsilon Warp Scrambler I Small Capacitor Booster II, Navy Cap Booster 400
Heavy Electron Blaster II, Caldari Navy Antimatter Charge M Heavy Electron Blaster II, Caldari Navy Antimatter Charge M Heavy Electron Blaster II, Caldari Navy Antimatter Charge M Heavy Electron Blaster II, Caldari Navy Antimatter Charge M Heavy Electron Blaster II, Caldari Navy Antimatter Charge M
Medium Ancillary Current Router I Medium Trimark Armor Pump I Medium Trimark Armor Pump I
Hammerhead II x5
Now here are some stats:
DPS 501 including drones with Cal Navy Antimatter optimal 1.5k Falloff of 3.8k
DPS drops to 431 with Null and a falloff of 5.3km.
Does 1666 M/S, and is cap stable with the booster.
EHP 35k
Pretty fair match up on paper, except for the fact that the Rupture has three damage mods and still only beats the Thorax by 1 Dps (with the Rupture using 425's and the Thorax electrons), and less than 30 M/S in speed. Lets not even talk about the tank, or the fact that the Thorax is Nuet resistant, and has a web and scram. Here's a closer fit:
[Thorax, Unnamed loadout] Damage Control II Magnetic Field Stabilizer II Magnetic Field Stabilizer II Magnetic Field Stabilizer II Tracking Enhancer II
Experimental 10MN Microwarpdrive I Faint Epsilon Warp Scrambler I Large F-S9 Regolith Shield Induction Limited Adaptive Invulnerability Field I
Heavy Neutron Blaster II, Caldari Navy Antimatter Charge M Heavy Neutron Blaster II, Caldari Navy Antimatter Charge M Heavy Neutron Blaster II, Caldari Navy Antimatter Charge M Heavy Neutron Blaster II, Caldari Navy Antimatter Charge M Heavy Neutron Blaster II, Caldari Navy Antimatter Charge M
Medium Ancillary Current Router I Medium Core Defense Field Extender I Medium Core Defense Field Extender I
Hammerhead II x5
I think this Thorax fit mirrors that Rupture a little more closely. Now lets look at the numbers:
Now here are some stats:
DPS 684 including drones with Cal Navy Antimatter optimal 2.5k Falloff of 7.5k
DPS drops to 578 with Null an optimal of 6.9 a falloff of 11km.
Does 2028 M/S, and have 1 minute 30 seconds of cap.
EHP 20 k
This should illustrate my point a bit more clearly. Why should I fly a Rupture at all, a Blaster Thorax is better in almost every way. Even against the Armor Variant, all the Thorax has to do is wait 1 minute for the Rupture to cap itself out, or just sling shot them and catch them with a web, because 30M/s doesn't leave much room for error with a kiting ship.
-Badman
|

Badman Lasermouse
Run and Gun Mercenary Corps
45
|
Posted - 2015.01.03 01:20:32 -
[25] - Quote
baltec1 wrote:Badman Lasermouse wrote:
This should illustrate my point a bit more clearly. Why should I fly a Rupture at all, a Blaster Thorax is better in almost every way. Even against the Armor Variant, all the Thorax has to do is wait 1 minute for the Rupture to cap itself out, or just sling shot them and catch them with a web, because 30M/s doesn't leave much room for error with a kiting ship.
You get 3 minutes in the rupture, the rax will cap out long before the rupture does. Fit an AB on the rupture, replace one LSE for a web, replace disruptor for a scram. Force the rax into a position where it cannot use its firepower while you can use yours and dictate the range. Rupture also has the option of running some Ewar, a tracking disruptor used on a ship with an already small engagement range. Armour rupture is great for this job. There are plenty of options out there for dealing with blaster boats for auto ships. The problem with the vexor has more to do with the sentries than the ship itself.
Now I know you have no idea what you are talking about.
-Badman
|

Badman Lasermouse
Run and Gun Mercenary Corps
45
|
Posted - 2015.01.03 01:47:44 -
[26] - Quote
I just showed you the disparity between the ships, here is what you are now advocating:
[Rupture, Rupture Tackle] Gyrostabilizer II Damage Control II 1600mm Reinforced Steel Plates II Energized Adaptive Nano Membrane II Energized Adaptive Nano Membrane II
Experimental 10MN Microwarpdrive I X5 Prototype Engine Enervator X5 Prototype Engine Enervator Warp Disruptor II
Dual 180mm AutoCannon II, Republic Fleet Phased Plasma M Dual 180mm AutoCannon II, Republic Fleet Phased Plasma M Dual 180mm AutoCannon II, Republic Fleet Phased Plasma M Dual 180mm AutoCannon II, Republic Fleet Phased Plasma M Small Nosferatu II
Medium Trimark Armor Pump I Medium Trimark Armor Pump I Medium Trimark Armor Pump I
Valkyrie II x1 Warrior II x4
And here are the stats, So lets compare it to that Armor Fit Electron Blaster Thorax from earlier:
363 DPS with drones optimal of 1.2 and falloff of 10km with Faction ammo
308 with barrage falloff of 15km.
Top speed, 1317m/s
44K ehp
So lets scram range kite that thorax at 8km, He still wins. The base damage of blasters loaded with null is still 150 DPS higher than short range projectile faction ammo. How about barrage? You are not doing any better unless you hold him at 15km, which you can't do, because he's still faster. Your only advantage to flying an armor Rupture is that its a tougher ship than the Thorax, and that's because it's supposed to compete with the Vexor.
And if you find a T1 Vexor pilot using sentries, they are doing it wrong.
-Badman
|

Badman Lasermouse
Run and Gun Mercenary Corps
45
|
Posted - 2015.01.03 01:52:08 -
[27] - Quote
baltec1 wrote:Badman Lasermouse wrote:
Now I know you have no idea what you are talking about.
Do go on about how a 40% drop in optimal doesn't hurt the rax or that an armour rupture is impossible to comprehend.
There is your armor Rupture Baltec, those get flown every day, and they brawl.
This is the point that you are missing here Baltec, with out the damage projection, un-bonused Minimitar hulls are forced to brawl. The fits I just showed you should show you the disparity in DPS between Blasters and Auto-cannons. You advocated yourself pulling range, and that does work in some small hulls, however once you move to medium auto cannons the range disparity is too narrow and the DPS disparity is too great.
-Badman
|

Badman Lasermouse
Run and Gun Mercenary Corps
45
|
Posted - 2015.01.03 02:36:14 -
[28] - Quote
baltec1 wrote:Thats not what I was advocating.
[Rupture, Rupture fit]
Damage Control II Gyrostabilizer II Gyrostabilizer II 800mm Reinforced Rolled Tungsten Plates I Energized Explosive Membrane II
10MN Afterburner II Warp Scrambler II Stasis Webifier II Tracking Disruptor II, Optimal Range Disruption Script
425mm AutoCannon II, Republic Fleet Fusion M 425mm AutoCannon II, Republic Fleet Fusion M 425mm AutoCannon II, Republic Fleet Fusion M 425mm AutoCannon II, Republic Fleet Fusion M Medium Energy Neutralizer II
Medium Anti-Kinetic Pump I Medium Trimark Armor Pump I Medium Trimark Armor Pump I
It is more mobile when tackled than your rax, it will out damage your rax thanks to the tracking disrupter and cap stable without the neut so you can pulse it and its tank is greater. Can you kill it? sure, but flown well its more than a match for a rax.
The fit you posted has 22k EHP and a top speed of 527. Outside of faction warfare and starting a fight at 0 km you'll die. Are you going to Orbit him at 2500 with the tracking disruptor and AB? You are now outrunning your own tracking. So keep at range at 5000 then? His drones alone practically out damage your guns.
-Badman
|

Badman Lasermouse
Run and Gun Mercenary Corps
45
|
Posted - 2015.01.03 02:48:41 -
[29] - Quote
baltec1 wrote:
So use a stabber then and simply kite away to your hearts content if the rupture is too much of a risk for you to handle.
Yeah, so use a falloff bonus-ed hull is what you are advocating.
-Badman
|

Badman Lasermouse
Run and Gun Mercenary Corps
45
|
Posted - 2015.01.03 02:50:49 -
[30] - Quote
baltec1 wrote:
35.3k ehp vs hybrids. You keep keep him at a range where he cannot use antimatter, you pop his drones with your own. See, this is where piloting and experience comes in, EFT won't teach you this.
That is the whole point here Baltec, it doesn't matter if you get out of anti-matter range if he uses Null. That is where the problem is, if it was a simple as you just said I would have no complaints here.
-Badman
|

Badman Lasermouse
Run and Gun Mercenary Corps
45
|
Posted - 2015.01.03 04:31:08 -
[31] - Quote
I guess that makes me an EFT warrior as well, and those fits I posted are fits I've used successfully. You know why?
Its called engagement profile, what can I attacked and stand a good chance of killing in a variety of scenarios. Blaster boats are favored in this contest over Auto Cannon boats, extending the falloff of auto cannon boats would give them a slightly larger engagement profile and make them competitive.
That's the whole point here, outside of kiting Minimitar have a very narrow band of ships they can go toe to toe without being seriously outmatched with auto-cannon damage projection being one of their major issues.
-Badman
|

Badman Lasermouse
Run and Gun Mercenary Corps
45
|
Posted - 2015.01.03 04:34:31 -
[32] - Quote
baltec1 wrote:
More solo kills means squat. Yes, you are an EFT warrior. You are not the type to think up new fits and tactics, you just copy. The bulk of the EVE playerbase do this. The few who do come up with new fits and tactics are the people who make names for themselves.
Solo PVPers know the game and the tactics better than anyone. Its easy to be successful in a blob Baltec. Why don't you look through the post again, the majority of people posting are FOR a buff to auto-cannons, not against.
-Badman
|

Badman Lasermouse
Run and Gun Mercenary Corps
45
|
Posted - 2015.01.03 04:49:12 -
[33] - Quote
Because what other f******* choice to Mini pilots have? Arty and no tank? Or should they just disregard ship bonuses entirely? Minimitar don't have resistance bonus' or drone damage bonus', more than half of them are double gun damage bonuses. IE The Rupture, Cane, Tempest.
-Badman
|

Badman Lasermouse
Run and Gun Mercenary Corps
45
|
Posted - 2015.01.03 05:10:25 -
[34] - Quote
baltec1 wrote:Badman Lasermouse wrote:Because what other f******* choice to Mini pilots have? Arty and no tank? Or should they just disregard ship bonuses entirely? Minimitar don't have resistance bonus' or drone damage bonus', more than half of them are double gun damage bonuses. IE The Rupture, Cane, Tempest. So if they are so bad why are they ALL on par with the other ships out there or better?
They are not.
-Badman
|

Badman Lasermouse
Run and Gun Mercenary Corps
45
|
Posted - 2015.01.03 05:55:14 -
[35] - Quote
You are aware that the Cyna has been around for much longer than many of the other Pirate cruisers right? And that the Phantasm just recently had its bonus' reworked?
Baltec1, your a troll and you've dragged my thread down into this BS. Thanks.
-Badman
|

Badman Lasermouse
Run and Gun Mercenary Corps
45
|
Posted - 2015.01.03 06:02:39 -
[36] - Quote
Yeah those Orthrus' have been around forever right? They are less than 6 months old. Enough.
-Badman
|

Badman Lasermouse
Run and Gun Mercenary Corps
45
|
Posted - 2015.01.03 06:32:07 -
[37] - Quote
baltec1 wrote:Badman Lasermouse wrote:Yeah those Orthrus' have been around forever right? They are less than 6 months old. Enough. The cynable, Vigilant, phantasm, gila and ashimmu are all old ships. Most pirate faction ships are not new, what you said was a lie.
Yeah and you used the one Pirate Cruiser as your example that has not been around. Cynabals with a falloff of 40km and not 35km are not going to break the game Baltec1. You are out of you f****** mind.
-Badman
|

Badman Lasermouse
Run and Gun Mercenary Corps
45
|
Posted - 2015.01.03 07:03:09 -
[38] - Quote
Because they do Baltec1. On hulls without a specific falloff bonus, Blasters absolutely overshadow auto-cannons.
-Badman
|

Badman Lasermouse
Run and Gun Mercenary Corps
45
|
Posted - 2015.01.05 14:01:16 -
[39] - Quote
baltec1 wrote: If you notice, barrage is quite a bit longer range than blaster boats and its ammo hits most blaster boats in its weakest resists.
So do heavy missles, doesn't mean they are an effective weapon system.
-Badman
|

Badman Lasermouse
Run and Gun Mercenary Corps
45
|
Posted - 2015.01.05 14:25:58 -
[40] - Quote
Pulse lasers are stong and part of the problem. They are also the primary weapon system that I use now. The issue here is damage projection, not damage types. The problem being that blasters overlap too much with auto cannons.
425's on an unbonussed hull loaded with barrage typically have a falloff of around 15km. Which means at 20km you are doing far less than 50% of your paper DPS. (Your paper DPS which is already lower than every other turret)
On most hulls with scorch using Heavy pulse lasers, your optimal is around 25km. Which means you are doing a big chunk of your DPS out to that range. Greater than 50%.
Heavy nuetrons, loaded with Null can typically have a falloff of around 12km, and have a huge advantage in base damage already.
The problem here is that your typical autocannon boat doesn't have a sweet spot. You would think that between 15-20km it would be able to outdamage other turrets, but it can't.
In fleets I'm sure that this isn't much of an issue, and maybe there your selectable damage type might be useful. However as a solo and small gang PVPer I hate the fact that my Kitey stabber, with its 400 Paper DPS, is still being outdamaged by your Thoraxes 5 Hammerhead II's at 20km.
Every ship should shine in it's role, and if flown properly have it's niche where its competetive. The Matari niche should not be that they are really good at killing frigs.
-Badman
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Badman Lasermouse
Run and Gun Mercenary Corps
45
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Posted - 2015.01.05 14:54:20 -
[41] - Quote
It's strange isn't it that two small gang and solo PVP mercs are being told whats what by a goon who barely has a killmail with less than 100 people on it. I guess we should just quit.
-Badman
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Badman Lasermouse
Run and Gun Mercenary Corps
46
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Posted - 2015.01.05 17:21:59 -
[42] - Quote
Kaerakh wrote:Badman Lasermouse wrote:It's strange isn't it that two small gang and solo PVP mercs are being told whats what by a goon who barely has a killmail with less than 100 people on it. I guess we should just quit. I'm not a goon, and I really don't see the point of arguing this further with people who are incapable of being convinced or providing substance for their claims.
I'm not sure how much more subtance you really need. I've even posted several fits and stats that detail the problem. Your only counter was posting how well a PVE Loki and web sleepers and do 200 DPS.
I think I could use your exact argument against you and Baltec.
-Badman
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Badman Lasermouse
Run and Gun Mercenary Corps
47
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Posted - 2015.01.06 17:39:05 -
[43] - Quote
Good. Now that the gents that have been derailing the thread for ten pages are gone, we can stop talking about whats viable and talk about what can be done to make Autocannons more a competetive weapon system.
From what I've read in and around the derailments, a 10-15% buff to Medium Auto Cannon falloff would help solved the problem, or a change to Projectile weapon ammo bonus'.
I would be for either one of these changes. Matari's ships strength and weakness is their flexibility, they require a lot of skill points in multiple disciplines and weapon systems to be effective. They should at least be given a fighting chance against the competition.
-Badman
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Badman Lasermouse
Run and Gun Mercenary Corps
52
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Posted - 2015.01.20 19:34:54 -
[44] - Quote
At least it's something. I'm happy with the change. Here is a link to the changes for everyone who is too lazy to look themselves.
Falloff Change
-Badman
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