| Pages: 1 2 3 4 5 6 7 [8] 9 10 11 12 13 14 15 16 17 18 19 .. 19 :: one page |
| Author |
Thread Statistics | Show CCP posts - 0 post(s) |

scorchlikeshiswhiskey
Cirrius Technologies O X I D E
342
|
Posted - 2014.12.01 18:05:31 -
[211] - Quote
After using Barrage on a Loki and a Vaga, I have to say that is seems pretty lacking. I've tried to make it work but there really doesn't seem to be any reason to use it over Hail or RF Phased Plasma. The falloff increase is too little, and the damage decrease is way too much, kinda like Hams vs Heavies (not cause but effect). How to fix it? I don't know. I think the best thing to do would be a significant (no piddly little 2-3% changes) increase in falloff with a corresponding decrease in falloff bonuses to hulls to prevent stupidity. Then give Barrage a slight damage increase (probably on the order of 5-10%) and drop it onto SiSi. That's just off the top of my head though.
As for the arty situation, all I have to say is good luck filling your turret slots with meaningful arty and having anything left something as inconsequential as tank, prop, tackle.... I'm not saying it can't be done, not saying it isn't being done, but it reminds me of fitting some of the smaller Caldari hulls.
Overall, I think medium projectiles in particular, and possibly arty overall, could use some looking at and love. Would be great if they did the same for missiles too, but that's just me wishing... I would like to see some of the, perceived, power creep in Gallente hulls reined back a bit while they bring the other weapons and races into Rhea. They made a big deal about Eve being in it's second decade, but some of the weapons still feel like first decade crud, I'm looking at you HML's and AC ammo.
As always, this is off the top of my head and is solely my opinion as of the last 5 minutes.  |

Harvey James
The Sengoku Legacy
1006
|
Posted - 2014.12.01 18:23:44 -
[212] - Quote
i like the approach to the pulse laser changes and could be used here too..
barrage - reduce bonus to 35% falloff increase - add the 15% falloff to the base guns - increase damage by 7.5%
Hail - change reduced falloff penalty to 15% - change reduced optimal range penalty to 35% - change reduced tracking penalty to 20%
T1 ammos - change optimal range bonus's to 30% falloff
reduce ammo reload times to projectiles to 3 seconds
Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists
ABC's are clearly T2 in all but name.. remove drone assist mechanic.
Nerf web strength ..... Make the blaster eagle worth using please
|

Nodire Hermetz
shadow and cloaking Mordus Angels
1
|
Posted - 2014.12.01 18:48:46 -
[213] - Quote
scorchlikeshiswhiskey wrote:After using Barrage on a Loki and a Vaga, I have to say that is seems pretty lacking. I've tried to make it work but there really doesn't seem to be any reason to use it over Hail or RF Phased Plasma. The falloff increase is too little, and the damage decrease is way too much, kinda like Hams vs Heavies (not cause but effect). How to fix it? I don't know. I think the best thing to do would be a significant (no piddly little 2-3% changes) increase in falloff with a corresponding decrease in falloff bonuses to hulls to prevent stupidity. Then give Barrage a slight damage increase (probably on the order of 5-10%) and drop it onto SiSi. That's just off the top of my head though. As for the arty situation, all I have to say is good luck filling your turret slots with meaningful arty and having anything left something as inconsequential as tank, prop, tackle.... I'm not saying it can't be done, not saying it isn't being done, but it reminds me of fitting some of the smaller Caldari hulls. Overall, I think medium projectiles in particular, and possibly arty overall, could use some looking at and love. Would be great if they did the same for missiles too, but that's just me wishing... I would like to see some of the, perceived, power creep in Gallente hulls reined back a bit while they bring the other weapons and races into Rhea. They made a big deal about Eve being in it's second decade, but some of the weapons still feel like first decade crud, I'm looking at you HML's and AC ammo. As always, this is off the top of my head and is solely my opinion as of the last 5 minutes. 
I was more thinking about giving pre-TE nerf stats to all projectile weapon Minmatar hull and projo ammo was the "Winmatar" because of it We get the TE nerf because CCP says Quote: The strength of TEs has been one of the reasons for Minmatar dominance in recent years, as well as contributing to the relative strength of shield tanking over armor tanking by inflating the value of non-tank low slots. Local Armor Rep have been buff in all ways (no more velocity penalty , more regen , more versatility with the anci rep armor) All Other weapon plateforme have been buff in all ways (Beam , RailsGuns , Blaster and Null Ammo , Pulse and Scorch Ammo)
The Scorch and Pulse weapon rebalance for Rhea can be applyed in the same ways for autocannon , they are completely under-the-ground , and no-one who say they are fine doesn't fly ship with autocanon in fact to speaking of it seriously...
|

Nodire Hermetz
shadow and cloaking Mordus Angels
1
|
Posted - 2014.12.02 08:04:45 -
[214] - Quote
Bumpinity |

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

scorchlikeshiswhiskey
Cirrius Technologies O X I D E
343
|
Posted - 2014.12.02 16:42:33 -
[216] - Quote
Nodire, not all weapons systems have been buffed as you say. I don't know much about lasers, less than I know about hybrids, but I am willing to agree that it appears like lasers could use love. Also, missiles have been pretty much in the same place for years. Cruise missile buff after HML nerf, RLML burst wipes frig fleets but LMLs get a damage nerf. I dare say that missiles, overall and in general, have been in need of reworking for quite a while. This is not a thread about missiles, but I wanted to respond to your "all weapon systems" part. As for the sugfestion of tweaking ammo like they did with crystals, I can agree with the general idea. I havent fully thought out all the details but it looks good. Save for the 3 second reload time, as a missile pilot seeing that it does not make me happy. Lasers would be insta-reload, hybrids are 5s (I think?), and missiles are at a full 10s. Unless you are enjoying the fun inducing 35s rapid reload. If this change came at the same time as a close look at missiles though, I think it might be interesting. Posted from my phone before a final, so thoughts might be incomplete. Bear with me folks  |

Daide Vondrichnov
SnaiLs aNd FroGs Triumvirate.
4
|
Posted - 2014.12.04 02:24:56 -
[217] - Quote
Badman Lasermouse wrote:Eleven pages and I still can't get any love from the devs... Thanks for the bumps guys.
And thanks for creating this topic :p.
More Fall Off pls. |

Tusker Crazinski
Delta vane Corp. Mordus Angels
4
|
Posted - 2014.12.04 04:33:04 -
[218] - Quote
just a thought, make them RLMLs of the turret world,
buff the absolute **** out of their DPS at the cost of a 30-40 second on a shallow mag.
ammunition selection has to be thought out in advance, if you fail to apply your damage before reload you're likely to die in a hilarious fire.
I don't know, I think this would give minmatar the hit and run skirmish aesthetic that is drowned out by ASB monster tanks ATM.
|

Harvey James
The Sengoku Legacy
1019
|
Posted - 2014.12.04 12:23:58 -
[219] - Quote
Tusker Crazinski wrote:just a thought, make them RLMLs of the turret world,
buff the absolute **** out of their DPS and falloff or tracking at the cost of a 30-40 second reload on a shallow mag.
ammunition selection has to be thought out in advance, if you fail to apply your damage before reload you're likely to die in a hilarious fire.
The only limiting factor to projectile being able to shoot is ammunition, it think that should play more of a balancing role instead of making them unfittable like arty or flat out **** like ACs
I don't know, I think this would give minmatar the hit and run skirmish aesthetic that is drowned out by ASB monster tanks ATM.
i could buy them having higher ROF than blasters, which would be odd them having the best alpha and the ROF between the 2 weapons systems of minmatar. it would probably suit autocannons , wild inaccurate dps but plenty of it upto decent ranges compared to the accurate but short range firepower of blasters , and the projection of lasers which need a tracking buff mind.
Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists
ABC's are clearly T2 in all but name.. remove drone assist mechanic.
Nerf web strength ..... Make the blaster eagle worth using please
|

Aiyshimin
Shiva Furnace Unsettled.
171
|
Posted - 2014.12.04 13:08:49 -
[220] - Quote
Give projectiles the 5 sec ammo change time (10 seconds is not just slow compared to blasters, but it's too long for current PVP meta, all ships are faster now), increase falloff slightly and improve the damage profiles of projectile ammo, make them more focused on one damage type, and get completely rid of the ones with 3 damage types. Meanwhile cut some range from Null.
Also, nerf links.
|

Harvey James
The Sengoku Legacy
1019
|
Posted - 2014.12.04 13:14:52 -
[221] - Quote
Aiyshimin wrote:Give projectiles the 5 sec ammo change time (10 seconds is not just slow compared to blasters, but it's too long for current PVP meta, all ships are faster now), increase falloff slightly and improve the damage profiles of projectile ammo, make them more focused on one damage type, and get completely rid of the ones with 3 damage types. Meanwhile cut some range from Null.
Also, nerf links.
i think quite the opposite on the 3 damage types, i think more omni mixed ammo adds more flavour to projectiles as blasters and lasers are both 2 damage only, i think hail and barrage should be more mixed aswell, Null is fine , links do need nerfs aswell as bringing on grid, but thats a code issue.
shorter reload is definitely needed 3 seconds might be better too promote ammo switching as a strong projectile bonus higher ROF and more falloff to the guns but nerf barrage a little..
Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists
ABC's are clearly T2 in all but name.. remove drone assist mechanic.
Nerf web strength ..... Make the blaster eagle worth using please
|

Aiyshimin
Shiva Furnace Unsettled.
171
|
Posted - 2014.12.04 13:56:51 -
[222] - Quote
Problem with mixed damage types is that you'll just end up doing less of the actual damage you should be inflicting.
Null is not massively OP like Scorch, but in some cases it hits out a bit too far- just a small range nerf would still keep it viable.
5 seconds is pretty good ammo switch time imo, 3 seconds is near instant when you consider how server ticks work and would step too much on laser's toes.
|

Harvey James
The Sengoku Legacy
1019
|
Posted - 2014.12.04 14:40:53 -
[223] - Quote
the over reliance on T2 ammo in general is an issue that needs a slightly stronger approach than has been taken in the pulse laser/scorch thread .. the max benefit/penalties of T2 ammo should be 10-20% on top of the T1 versions they are based especially as the T2 ammo already have the 2% a level damage skills on top.
we need more useful T1/faction ammo .. instead of 5-6 of 8 T1 ammo being useless, having 3-4 useful T1 ammo for both SR and LR guns would be much better. easy enough for lasers being all optimal, similar with hybrids too, just projectiles have the issue of optimal vs falloff issue, a way too resolve it so you could cut the ammo in half is too make arties fallof based aswell, much like bouncers are too some extent. maybe buff the optimal on arties too compensate
Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists
ABC's are clearly T2 in all but name.. remove drone assist mechanic.
Nerf web strength ..... Make the blaster eagle worth using please
|

baltec1
Bat Country Goonswarm Federation
14090
|
Posted - 2014.12.04 18:26:19 -
[224] - Quote
Aiyshimin wrote:Give projectiles the 5 sec ammo change time (10 seconds is not just slow compared to blasters, but it's too long for current PVP meta, all ships are faster now)
Autos get larger clip sizes. The 5 second reload time is the hybrid gimmick to make them different to other weapons, making all weapons behave in the same way defeats this goal. Autos when compared to blastes already get more range, bigger clip sizes, selectable damage types, no cap use and better tracking in their engagement range
Join Bat Country today and defend the Glorious Socialist Dictatorship
|

Nodire Hermetz
shadow and cloaking Mordus Angels
1
|
Posted - 2014.12.05 17:58:13 -
[225] - Quote
Bumpinity for giving back some love at minmatar ships |

Tusker Crazinski
Delta vane Corp. Mordus Angels
4
|
Posted - 2014.12.06 19:37:54 -
[226] - Quote
- I think they should lose damage selection for more Raw DPS (kinetic dominance for close range charges explosive for long range) much like lasers work or EM thermal
- take several charges per cycle lets say 4, over heating should take additional charges perhaps 6 ammo is the only limiting factor for projectiles to shoot. ammo should be an issue.
- long range ammo should give a fall off buff
also minmatar hull bonuses and slot layout need to stop being dumb. I'm looking at you wolf, munnin, mael |

Nodire Hermetz
shadow and cloaking Mordus Angels
1
|
Posted - 2014.12.07 04:50:42 -
[227] - Quote
seriously , we just need a bit more dps , more falloff (45km falloff with barage on vagabond will be correct and not op) and maybe a bit of tracking
it's all we need |

Goldensaver
Lom Corporation Shadow of xXDEATHXx
407
|
Posted - 2014.12.08 03:08:50 -
[228] - Quote
Nodire Hermetz wrote:seriously , we just need a bit more dps , more falloff (45-50km falloff with barage on vagabond will be correct and not op and will fill with his bonuses and on what he's intented to do) and maybe a bit of tracking
no need to re-transform all the projectile into a semi-hydrid whatever things
it's all we need
Ummm, you're going a bit overboard there. A 20-30% falloff increase tied in with a damage increase and a possible tracking increase would be completely broken. Right back to the Winmatar meta. Consider that most people in this thread are noting that a 10-15% falloff increase would likely be sufficient. Even a bottom end (by your post) increase of 20% falloff would be more than sufficient for the next patch, and would likely go a very long way (pretty much entirely) toward balancing medium ACs. |

Stitch Kaneland
Tribal Liberation Force Minmatar Republic
65
|
Posted - 2014.12.08 03:31:29 -
[229] - Quote
Goldensaver wrote:Nodire Hermetz wrote:seriously , we just need a bit more dps , more falloff (45-50km falloff with barage on vagabond will be correct and not op and will fill with hn what he's intented to do) and maybe a bit of tracking
no need to re-transform all the projectile into a semi-hydrid whatever things
it's all we need Ummm, you're going a bit overboard there. A 20-30% falloff increase tied in with a damage increase and a possible tracking increase would be completely broken. Right back to the Winmatar meta. Consider that most people in this thread are noting that a 10-15% falloff increase would likely be sufficient. Even a bottom end (by your post) increase of 20% falloff would be more than sufficient for the next patch, and would likely go a very long way (pretty much entirely) toward balancing medium ACs.
Yea im only talkin 10-15%. Anymore than that and you start getting into silly ranges with autocannons with barrage. There isnt anything acs need, other than falloff adjustments. |

Nodire Hermetz
shadow and cloaking Mordus Angels
1
|
Posted - 2014.12.08 04:03:12 -
[230] - Quote
Stitch Kaneland wrote:Goldensaver wrote:Nodire Hermetz wrote:seriously , we just need a bit more dps , more falloff (45-50km falloff with barage on vagabond will be correct and not op and will fill with hn what he's intented to do) and maybe a bit of tracking
no need to re-transform all the projectile into a semi-hydrid whatever things
it's all we need Ummm, you're going a bit overboard there. A 20-30% falloff increase tied in with a damage increase and a possible tracking increase would be completely broken. Right back to the Winmatar meta. Consider that most people in this thread are noting that a 10-15% falloff increase would likely be sufficient. Even a bottom end (by your post) increase of 20% falloff would be more than sufficient for the next patch, and would likely go a very long way (pretty much entirely) toward balancing medium ACs. Yea im only talkin 10-15%. Anymore than that and you start getting into silly ranges with autocannons with barrage. There isnt anything acs need, other than falloff adjustments.
giving 10-15% give just 2km+ falloff in barrage in vaga/cyna , it's really nothing ... and we will still got anemic dps with that falloff range...
|

Stitch Kaneland
Tribal Liberation Force Minmatar Republic
65
|
Posted - 2014.12.08 14:02:31 -
[231] - Quote
Nodire Hermetz wrote:Stitch Kaneland wrote:Goldensaver wrote:Nodire Hermetz wrote:seriously , we just need a bit more dps , more falloff (45-50km falloff with barage on vagabond will be correct and not op and will fill with hn what he's intented to do) and maybe a bit of tracking
no need to re-transform all the projectile into a semi-hydrid whatever things
it's all we need Ummm, you're going a bit overboard there. A 20-30% falloff increase tied in with a damage increase and a possible tracking increase would be completely broken. Right back to the Winmatar meta. Consider that most people in this thread are noting that a 10-15% falloff increase would likely be sufficient. Even a bottom end (by your post) increase of 20% falloff would be more than sufficient for the next patch, and would likely go a very long way (pretty much entirely) toward balancing medium ACs. Yea im only talkin 10-15%. Anymore than that and you start getting into silly ranges with autocannons with barrage. There isnt anything acs need, other than falloff adjustments. giving 10-15% give just 2km+ falloff in barrage in vaga/cyna , it's really nothing ... and we will still got anemic dps with that falloff range...
Yes but it would shift the dps curve more towards mid-range engagements like its supposed to. What youre asking for is for autocannons to move to a long range weapon system which is not their intended role. You move falloff 2-3km and that can be a 50-100dps bump at point range. We do NOT need acs to do full damage at point range. Thats laser territory.
You want minny long range weapons? Ask CCP to fix arty PG requirements to make them viable. Post to my arty thread with support. |

Minalist
Prision Break Inc. Northern Associates.
0
|
Posted - 2014.12.08 22:17:27 -
[232] - Quote
Bump!
And since we're on a matari issue:
- why amarr, caldari and gallente have a AF to both their weapons systems but minmatar is nailed on projective weapons in both? A missile based minmatar AF is missing. - and adjust the artillary powergrid requirements, pls. |

scorchlikeshiswhiskey
Cirrius Technologies O X I D E
349
|
Posted - 2014.12.08 22:50:35 -
[233] - Quote
Minalist wrote:Bump!
And since we're on a matari issue:
- why amarr, caldari and gallente have a AF to both their weapons systems but minmatar is nailed on projective weapons in both? A missile based minmatar AF is missing. - and adjust the artillary powergrid requirements, pls. Works for me. Can we get that at the same time we get a Tier 3 BC that can use large missiles? |

Tusker Crazinski
Delta vane Corp. Mordus Angels
5
|
Posted - 2014.12.09 04:07:27 -
[234] - Quote
scorchlikeshiswhiskey wrote:Minalist wrote:Bump!
And since we're on a matari issue:
- why amarr, caldari and gallente have a AF to both their weapons systems but minmatar is nailed on projective weapons in both? A missile based minmatar AF is missing. - and adjust the artillary powergrid requirements, pls. Works for me. Can we get that at the same time we get a Tier 3 BC that can use large missiles?
Meh
I think ABCs should just be guns.
right now a scam = death for a ABC missiles would break that.
and god knows no one wants a drone ABC in the game right now
|

Nevyn Auscent
Broke Sauce
1755
|
Posted - 2014.12.09 04:15:06 -
[235] - Quote
Tusker Crazinski wrote:
Meh
I think ABCs should just be guns.
right now a scam = death for a ABC missiles would break that.
and god knows no one wants a drone ABC in the game right now
We already have Drone ABC's They are called Vexors, VNI's & Ishtars. Medium sized ship using a full 'large' weapon system. |

Stitch Kaneland
Tribal Liberation Force Minmatar Republic
67
|
Posted - 2014.12.09 13:06:39 -
[236] - Quote
Tusker Crazinski wrote:scorchlikeshiswhiskey wrote:Minalist wrote:Bump!
And since we're on a matari issue:
- why amarr, caldari and gallente have a AF to both their weapons systems but minmatar is nailed on projective weapons in both? A missile based minmatar AF is missing. - and adjust the artillary powergrid requirements, pls. Works for me. Can we get that at the same time we get a Tier 3 BC that can use large missiles? Meh I think ABCs should just be guns. right now a scam = death for a ABC missiles would break that. and god knows no one wants a drone ABC in the game right now
My bait nado laughs at your scram, and explodes frigs all the time at scram range.
Not to mention, if they are BS sized missiles, they will be doing jack **** to a frigate unless you have lots of painters/webs. I wouldn't be opposed to a drone ABC, as long as it had a big weakness. It could be interesting to add a few ABC variants
Minmatar: missiles Caldari: missiles Gal: drones Amarr: Neuts/drones?
Suppose thats for a different thread though, more a/c fall-off plz? |

Tusker Crazinski
Delta vane Corp. Mordus Angels
5
|
Posted - 2014.12.10 00:20:52 -
[237] - Quote
Stitch Kaneland wrote:Tusker Crazinski wrote:scorchlikeshiswhiskey wrote:Minalist wrote:Bump!
And since we're on a matari issue:
- why amarr, caldari and gallente have a AF to both their weapons systems but minmatar is nailed on projective weapons in both? A missile based minmatar AF is missing. - and adjust the artillary powergrid requirements, pls. Works for me. Can we get that at the same time we get a Tier 3 BC that can use large missiles? Meh I think ABCs should just be guns. right now a scam = death for a ABC missiles would break that. and god knows no one wants a drone ABC in the game right now My bait nado laughs at your scram, and explodes frigs all the time at scram range. Not to mention, if they are BS sized missiles, they will be doing jack **** to a frigate unless you have lots of painters/webs. I wouldn't be opposed to a drone ABC, as long as it had a big weakness. It could be interesting to add a few ABC variants Minmatar: missiles Caldari: missiles Gal: drones Amarr: Neuts/drones? Suppose thats for a different thread though, more a/c fall-off plz?
meh till missiles are less ********,,, or more precisely less ****** proof I don't think they should get a fast max gank boat.
because this bait nado is a very situational ship, a missile ABC could do the same just better and without compromising the whole ship to pop figs in point range.
and honestly that's why I love the current ABCs, insane damage potential but one **** up means a 100 million isk fail mail.
anyway back to ACs I think the different tiers should lose fitting and DPS disparities but have their Falloff and tracking disparities extremely accentuated.
It took lots of corp chat yelling to stop putting 425s on my Vaga and just go for the 220 XLASB fit
|

Arla Sarain
175
|
Posted - 2014.12.10 00:53:05 -
[238] - Quote
baltec1 wrote:Autos when compared to blastes already get more range, bigger clip sizes, selectable damage types, no cap use and better tracking in their engagement range Null deals more damage than barrage at autocannon falloff range. Selectable damage types are moot with 10s reloads. You lose more DPS at reload than you gain from matching the ammo types.
At what ranges do autocannons track better than blasters? Slashers with 125mm (smallest small) track marginally better (about 10%, likely less, number I am getting is 0.65rad/s) than comets with Neutrons (largest smalls). Both have tracking bonuses. Im not sure what pattern medium and large follow, I assume similar.
At 500m blasters will out track or track just as well ACs and hence out DPS them simply because blasters have by their definition higher DPS.
What do you refer to as AC operation range? The 30% into falloff? At this range blasters still win. Tracking becomes less significant the further you move away and for blasters to start losing DPS the AC ship needs to move out further into his falloff.
11km falloff is trash when you deal 40% of your already low DPS at that range.
Small ACs are pretty bad. They just have bad DPS, their token falloff does them no favours. 10s of changing ammo is 10s of you dealing no damage on a weapon choice that already does low DPS. Lasers do more and have huge optimals. |

Daide Vondrichnov
SnaiLs aNd FroGs Triumvirate.
4
|
Posted - 2014.12.11 21:25:46 -
[239] - Quote
bump coz AC need a blue answer |

Nodire Hermetz
shadow and cloaking Mordus Angels
1
|
Posted - 2014.12.14 13:28:29 -
[240] - Quote
Bump this thread , AC and Projo need some love ! |
| |
|
| Pages: 1 2 3 4 5 6 7 [8] 9 10 11 12 13 14 15 16 17 18 19 .. 19 :: one page |
| First page | Previous page | Next page | Last page |