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Babar
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Posted - 2003.11.17 15:19:00 -
[91]
Edited by: Babar on 18/11/2003 16:39:32
Quote:
Quote:
Quote: Not only that but it benefits more from the Energy Management skill then a Megathron which means that it will have even higher cap recharge.
Could you elaborate, please?
Simple - a Mega has max cap of 4500, a apoc of 4800. One lvl in energy manegement gives +5% max cap. So, a mega gains 225 cap/lvl while a apoc gains 240 cap/lvl.
It's pretty much insignificant, epsecially because the apoc has a longer recharge time.
(4800 * x) / 1043 = (4800 / 1043) * x, and (4500 * x) / 978 = (4500 / 978) * x, right?
Thus, training EM will increase your cap recharge by x %, regardless of initial cap size..
Granted, had there been a difference in recharge for the two ships initially, a %-wise increase to that would have ment more cap/sec gained for one ship than the other. Which is how all cap recharge modifiers stack. So there's nothing special about EM or the apoc in that respect..
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Ana Khouri
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Posted - 2003.11.17 15:40:00 -
[92]
True, had not thought of that.
But we count the shipskill the apoc has at least a 10% cap recharge advantage (since it get's 5% cap recharge/lvl and you need at least lvl2 to pilot it).
free speech not allowed here |

Scragg
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Posted - 2003.11.18 19:47:00 -
[93]
Ive always wondered why the Minmitar somehow managed to figure out how to make a projectile round that does EM damage but the concept has somehow eluded the Galante and Caldari when inventing Hybrid Ammo.
It would be nice to be able to have a ship with just hybrids in battle and different ammo type for shield doing damage better damage to shields etc...
All in all good changes so far. I always felt lasers where a bit over powered and hybrids always kind of sucked.
Scragg, Tyrell Corporation Vice-Director Military Operations |

Bushido
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Posted - 2003.11.19 11:53:00 -
[94]
Scragg you shot only to indies, how can you feel differences in Large turrets ? Bushido |

Mitram
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Posted - 2003.11.23 22:31:00 -
[95]
In case that lasers get 1.6 without a crystal I want first an option to unload a crystal from a laser other than drag and drop the crystal into the cargohold !!!!
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JPFAmarr
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Posted - 2003.11.24 11:21:00 -
[96]
Edited by: JPFAmarr on 24/11/2003 11:28:01 Feedback cancelled after reading other threads.
Generic Corporation |

Estios
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Posted - 2003.11.25 14:32:00 -
[97]
Anyone find it worrying that this patch has been promised for quite sometime now .....and that TomB hasn't made a post in over a week.
Myself and my corp are more than a little worried about dwindling interaction ???? So HMV consider Andy Williams and Dean Martin to be "easy listening" do they? Tell that to my mate Dave, he's been deaf for 20 years.
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TomB
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Posted - 2003.11.27 00:32:00 -
[98]
Quote: Anyone find it worrying that this patch has been promised for quite sometime now .....and that TomB hasn't made a post in over a week.
I'm always around, reading, but I do more than just posting posts 
"Where is my hat?" |

Ayako
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Posted - 2003.11.27 19:59:00 -
[99]
I'd like to know something... Why do all the weapons have to be balanced in range and damage, it doesn't seem to make much sense to me. Why should weapons that have lower requirements shouls do the same damage then weapons with high reqs? It seems hardly balanced to me as people would just all use projectiles since they have minimal requirements! Of course, if you use lasers, you need loads of cap and powergrid but it should deliver massive damage!
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Dragon Emperor
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Posted - 2003.11.27 20:16:00 -
[100]
Some guys talk about gun balance without counting on ship bonus are fool. ANY balance done to gun MUST include ship bonus.
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Mitram
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Posted - 2003.11.29 02:10:00 -
[101]
I am not sure if gun balance is even important.
I am Amarr and I fly Amarr ships ... but why would I only use lasers? I can use hybrids too and if they become uber than I will use them for sure.
The only thing that could be considered a reason for balancing is making each weapon type best in some specific area (and only 1 or 2 ... not the over all uber)
Lasers have one big disadvantage in PvP. They suck your Cap and then you are not able to keep your shields up or other equipment that requires cap.
Lasers have one big advantage when hunting NPCs. You don't need ammo. But if the lasers do 20% less damage .... who cares ...
So the balance should really take into account different situations. Basically PvP and NPC.
Make the dmg output equal for NPC hunting means to increase the disadvantage of high cap using weapon in PvP.
Please consider that too TomB.
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ClawHammer III
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Posted - 2003.12.01 07:14:00 -
[102]
This post offers the most comprehensive findings on large turret balance IĘve seen thus far. I defiantly think its worth TomB's attention.
I think that with the new hybrid changes lasers need a 25% energy cap reduction across the board. For example now that the 425mm rail damage is close to that of a Tachyon its hard to justify them using over twice as much energy.
If you compare all lasers to their hybrid equivalent I think you will see that the laserĘs cap use is too high vs. its damage output. A 25% reduction would help balance things a bit but it would still be higher then that of hybridsą just not outrageously higher.
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TWD
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Posted - 2003.12.02 06:28:00 -
[103]
After doing some testing ;) on Chaos, I agree with Clawhammer III that lasers need a reduction in capacitor needs.
Using cap booster(s) is not a good solution IMO because the Armageddon for example only has like 3 medium slots, so it gives a big disadvantage..
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Arthur Guinness
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Posted - 2003.12.02 08:46:00 -
[104]
The amarr ships still are dmg dealer, they can still alot of damage, so it's ok for them to use a med slots. Keep in mind that Gallente will have to use 1 med slot for an mwd to get in range. Caldari need medslots for shieldhardener, since they depend on their shields. Minmatar can do one of the above, dependign on tactic :) -- The worst thing you can do when suggesting a solution to a problem is to provide alternatives, people end up arguing the alternatives instead of implementing the fix. |

xeno calligan
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Posted - 2003.12.02 14:04:00 -
[105]
Edited by: xeno calligan on 02/12/2003 14:04:52
Quote: The amarr ships still are dmg dealer, they can still alot of damage, so it's ok for them to use a med slots. Keep in mind that Gallente will have to use 1 med slot for an mwd to get in range. Caldari need medslots for shieldhardener, since they depend on their shields. Minmatar can do one of the above, dependign on tactic :)
There's nothing (except RP) that forces Gallente to use Blasters on their BS. They get +5% large hybrid turret damage (and tracking for the megathron), which also applies to the rails. The difference between Neutron Cannons and 425mm rails is a mere 5tf cpu req, and the Dual 250mm rail compares quite well to the Dual Heavy Ion Blasters -- 5tf more cpu, 250mw less grid.
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Arthur Guinness
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Posted - 2003.12.02 15:44:00 -
[106]
Quote:
There's nothing (except RP) that forces Gallente to use Blasters on their BS. They get +5% large hybrid turret damage (and tracking for the megathron), which also applies to the rails. The difference between Neutron Cannons and 425mm rails is a mere 5tf cpu req, and the Dual 250mm rail compares quite well to the Dual Heavy Ion Blasters -- 5tf more cpu, 250mw less grid.
Check the powergrid. I can fit 7 of them. I can't fit 7 425mm rails. You have to take fitting reqs into the equation to when comparing ships. -- The worst thing you can do when suggesting a solution to a problem is to provide alternatives, people end up arguing the alternatives instead of implementing the fix. |

TomB
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Posted - 2003.12.03 21:50:00 -
[107]
Thread unstickied, like I said in both balance threads about charges and hybrids:
There will not be more changes to hybrids/charges for this patch, truly sorry but there are now bigger matters that I must attend to (targeting speed, jump in points, warping, camping etc.).
I will unstick this thread and open a new one in the future, if more tuning will be needed.
"Where is my hat?" |
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