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Moneta Curran
Lunar Industries Ltd
303
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Posted - 2014.11.26 19:04:51 -
[1] - Quote
The days of everyone and his alt crying about 'winmatar' are far gone.
I feel it is time to have projectile reload times brought up to par with those of hybrids.
I think the current slow projectile reload time discourages the use of what should be one of the staples of projectile weapons: switching to the right damage type during an engagement.
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Gawain Edmond
Angry Mustellid The Periphery
132
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Posted - 2014.11.26 19:42:43 -
[2] - Quote
you know if they speed up the reload time they'll reduce the damage and/or rate of fire |

James Baboli
Ferrous Infernum
298
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Posted - 2014.11.26 19:52:20 -
[3] - Quote
Gawain Edmond wrote:you know if they speed up the reload time they'll reduce the damage and/or rate of fire Except that even CCP has to admit that in the current meta, and especially with the changes to the hulls which reduced the ability of minmatar hulls to keep range control, projectiles are absolute crap.
Making battleships worth the warp
Tech 3 battleships.
Moar battleships
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Lloyd Roses
Blue-Fire
760
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Posted - 2014.11.26 20:20:40 -
[4] - Quote
Well, End of 2014
- Beams work - Railguns work - Blasters work - Drones work - Light missiles work - Cruise Missiles work
Hey, that's lot better than earlier. Like before the Blaster dps buff that came a bit surprising, or the Null rework, that came a bit surprising. But ye, ACs have been crap ever since Null got good, and then they smashed the better deep falloff-application by removing tracking enhancers from the game. Bleh.
Please CCP, cure projectile's aenemic dps GÖÑ
"I honestly thought I was in lowsec"
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Reaver Glitterstim
Dromedaworks inc Test Alliance Please Ignore
1996
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Posted - 2014.11.26 22:06:21 -
[5] - Quote
I think the problem is that railguns and beam lasers have too much DPS. Blasters would be fine if they actually had short range like they are supposed to (OP null btw) and ACs would be fine if they had longer range than blasters. Artillery are quite useful even with lower DPS than anything else. Nobody wants to use ACs when they can hit even harder with beams and rails with 10-20x the range.
In short: projectile weapons need no buff, they are not underpowered. Hybrids got over-buffed and beams were already overpowered. Medium beams are especially overpowered but it's hard to see it because the only ship that can use them properly is the Zealot. Fix those weapons and autocannons will fall into place. Fix beam cruisers and you can safely fix medium beam lasers without breaking anything.
It's not projectiles that are broken.
Fit a warfare link to your tech 1 battlecruiser. Train Wing Commander. Get in the Squad Commander or Wing Commander position. Your fleets will be superior to everyone else's. (had this sig BEFORE Odyssey BC rebalance)
"What if [climate change is] a big hoax and we create a better world for nothing?" -comic on Greenmonk
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baltec1
Bat Country Goonswarm Federation
14021
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Posted - 2014.11.26 22:18:01 -
[6] - Quote
Projectiles get better falloff, no cap use and selectable damage.
Join Bat Country today and defend the Glorious Socialist Dictatorship
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Moneta Curran
Lunar Industries Ltd
303
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Posted - 2014.11.26 22:33:12 -
[7] - Quote
baltec1 wrote:Projectiles get better falloff, no cap use and selectable damage.
Correct. As I pointed out however, the selectable damage part is disincentivized by the overly long reload timer. I am not arguing for any other buff than shortening the reload timer to the 5 secs hybrids require.
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Reaver Glitterstim
Dromedaworks inc Test Alliance Please Ignore
1997
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Posted - 2014.11.26 22:47:08 -
[8] - Quote
baltec1 wrote:Projectiles get better falloff, no cap use and selectable damage. AC falloff isn't high enough to give them significantly more range than blasters. Blaster DPS matches AC DPS at ranges where either one is doing only a tiny fraction of its full DPS.
I think slow ammo changing is an important restriction for weapons with a high damage variety. 10s isn't very long. I once spent a good half hour in a harrowing engagement in which my fleet of Amarr ships went against a defending fleet of Amarr ships. Once we realized they had all fit EM hardeners and we hadn't, it would have been easy for us to even the playing field had we been able to switch to explosive or kinetic damage. A 10s reload time would have been insignificant in that battle.
There simply was no need for hybrids to take 10s to change ammo when the only purpose of it was to change your range selection. With a tiny falloff, it is important to be able to change your ammo quickly as soon as your opponent slips out of range. Your opponent still gains a good advantage in doing so because your damage output is reduced.
Fit a warfare link to your tech 1 battlecruiser. Train Wing Commander. Get in the Squad Commander or Wing Commander position. Your fleets will be superior to everyone else's. (had this sig BEFORE Odyssey BC rebalance)
"What if [climate change is] a big hoax and we create a better world for nothing?" -comic on Greenmonk
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