
Deathbarrage
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Posted - 2007.01.14 21:57:00 -
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Originally by: Sessho Seki Edited by: Sessho Seki on 14/01/2007 02:47:29 Edited by: Sessho Seki on 14/01/2007 02:46:06 Lasers could and should have an "ammo" based option.
While amarr purists will groan, it'll force minmatar morons to shut the hell up for a second; well not really, they are minmatar after all, but itÆll at least take their grounds for complaint away so they will be whining without any support, so itÆll be like every day.
An ammo based option will take away their entire basis of argument that amarr don't have ammo and reload instantly (which has been routinely outweighed by crappy damage and no option for variety).
A consumable ammo option which would work in concert with crystals will come in two varieties based entirely on damage type. One type Kinetic, one type Explosive.
Your damage amount wonÆt change one point, and your range/cap/etc. wonÆt change either only the damage type and only for as long as the ammo lasts. The caveat is that while you have the ammo in use, you canÆt switch crystals (so no whiners complaining about instant reloads!) Once all ammo is expended (or you unload it), you can then switch crystals as you like, and ammo can be reloaded should you choose.
Before anyone says a word about ôbut lazorzes kant doo esplozive or Connecticut damagezors!!!ö, which is incorrect as has been proven many times by science.
Explosive damage is the easiest for a laser to do, it literally makes the material of the target so energized/excited that the point of contact expands faster than the material around it can ôget out of the wayö (think instant phase change). This happens as a common occurrence with laser engravers and milling machines every day, and although on the small scale (because the beam is incredibly small) with larger beams whole plates of metal have had very large rupture points where the material literally explodes out of its own way at the point of contact.
Kinetic damage is also relatively easy to achieve with pure energy, but the easiest way to explain how energy can become kinetic damage is to look at every motor on Earth. Simple definition is the result of two polar fields repelling resulting in motion so long as the energy is maintained, and short bursts of energy can obviously result in lurches rather than steady movement.
Anyway, back to pointà Amarr were going to get the other damage types made available to them in T2 ammos, but as per usual the whiners get their way and Amarr get the short end of the stick when it comes to anything that will bring Amarr back into Pantheon.
i think the ammo thing is outweighed by the fact that if you're using t2 ammo you're carrying stupid amounts of isk in your cargohold
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