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Starraker
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Posted - 2007.04.27 14:58:00 -
[1]
Edited by: Starraker on 27/04/2007 15:07:20 Hi all, I wondered if someone ever thought of this:
Damage mods increase damage and rate of fire. I say: Only let them give a damage bonus, in such a way that it gives the same amount of DPS increase.
There are three reasons for this: 1)This will decrease a bit of lag in fleet battles. Because there will be less shots fired per minute. 2)This is more fair for people who use hybrids and energy weapons, since they have to use more cap with higher RoF and missiles and projectiles do not. 3)This might actually make alfa strike usefull again after the HP increase.
The only problem I see with this are the RoF rigs wich would be slightly overpowered when this is implemented. So they should still stack with damage mods even though it is not the same atribute.
So, what does everyone think about this?
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mama guru
Gallente Corp 1 Allstars
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Posted - 2007.04.27 15:23:00 -
[2]
removing the ROF bonus would decrease the dps gain from a damage mod by 50%.
However, doing this, while at the same time doubling the damage modifier multiplier to compensate for it is not such a bad idea.
So old T2 magstab for instance 1.1 Damage multiplier 0.9 Rof multiplier. New T2 magstab: 1.2x damage multiplier. -YOU ARE NOW READING MY SIGNATURE-
EVE is like the "Fisherman's Friend" of MMOs. If it's too hard, you are too weak. |

Max Hardcase
Art of War Cult of War
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Posted - 2007.04.27 15:34:00 -
[3]
It would also make the RoF rigs usefull.
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Elmicker
Unscoped Myriad Alliance
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Posted - 2007.04.27 15:35:00 -
[4]
Can you imagine the alpha strike on a tempest if you swapped the RoF bonus for added Damage bonus? 
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Taipan Gedscho
Muzzletov Gewaltski Inc.
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Posted - 2007.04.27 15:36:00 -
[5]
as it seems, it worked for drones.
if it would work for guns, im all for it.
but i dont think it would reduce server lag as much, but what do i know.
Only you can save mmorpgs - Stop crying for nerfs today! |

Kagura Nikon
Minmatar Guardians of the Dawn Interstellar Alcohol Conglomerate
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Posted - 2007.04.27 15:42:00 -
[6]
Removinf the ROF would need a 12% damage bonus (11% would macth for a single MOD, but would stay behind for more modules) added to compensate.
Itas not a bad Idea because would make Arties omfg again.
/Signed
If brute force doesn't solve your problem... you are not using enough |

Sokratesz
Paradox v2.0 1 Shot 1 Kill
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Posted - 2007.04.27 15:49:00 -
[7]
signed. would make the ROF rugs useful as well
Originally by: Mastin Dragonfly Radio is essential for Amarr, to call the much needed backup...
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Azerrad InExile
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Posted - 2007.04.27 16:31:00 -
[8]
Honestly seems like a good idea.
/signed
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smallgreenblur
Minmatar Wreckless Abandon Triumvirate.
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Posted - 2007.04.27 16:33:00 -
[9]
Works for me, I just thought out an idea to make damage rigs useful by doing exactly the same thing tho :D
sgb
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Mastin Dragonfly
Absolutely No Return
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Posted - 2007.04.27 16:57:00 -
[10]
I think they upped the hitpoints for all ships for a reason. Drascticly increasing alpha strike would sorta counter that idea.
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Fon Revedhort
Aeria Gloris Inc United Legion
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Posted - 2007.04.27 17:12:00 -
[11]
What!? Do you really wanna unnerf Amarr by reducing their cap use? 
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Jake Stevens
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Posted - 2007.04.27 17:24:00 -
[12]
Maybe just on heatsinks? ------------- yarr :( |

n0thing
Northern Intelligence Artificial Intelligence.
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Posted - 2007.04.27 17:24:00 -
[13]
Edited by: n0thing on 27/04/2007 17:24:05 Doubling damage bonus from damage mods and removing rof bonus will utterly bring 1400 IIs users to the very very top. Right now, as i seen, wrecks can reach around 2800 dmg on Hail L with maxed or semi-maxed skills. Now, assuming with that change a 3000 hit will be normal, we will see a Tempest doing up to 18 000 hp damage per one volley.
That will insta-pop anything but BS/CS class and even then only those that are tanked decently.
Seriosly...that would make ppl fly in one gank-arty setup 99% of the time.
EDIT: Not to mention that smaller ships need promoting not the opposite. ---
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Captain Crimson
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Posted - 2007.04.27 17:30:00 -
[14]
Originally by: n0thing Edited by: n0thing on 27/04/2007 17:24:05 Doubling damage bonus from damage mods and removing rof bonus will utterly bring 1400 IIs users to the very very top. Right now, as i seen, wrecks can reach around 2800 dmg on Hail L with maxed or semi-maxed skills. Now, assuming with that change a 3000 hit will be normal, we will see a Tempest doing up to 18 000 hp damage per one volley.
That will insta-pop anything but BS/CS class and even then only those that are tanked decently.
Seriosly...that would make ppl fly in one gank-arty setup 99% of the time.
EDIT: Not to mention that smaller ships need promoting not the opposite.
Hail is autocannon ammo..... but i know what you mean.
I'm all for the idea: less lag!
Originally by: Tuxford I have already expressed my personal opinion on this and it was very positive (something about happy in the pants).
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errorist
Caldari Free Mercenaries Union FATAL Alliance
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Posted - 2007.04.27 18:13:00 -
[15]
this would both give arty's their insane damage back :) and be fair towards hybrid and laser users...
/Signed ... devs have to notice this post, everyone that aggress post :)
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Starraker
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Posted - 2007.04.27 18:21:00 -
[16]
Originally by: n0thing Edited by: n0thing on 27/04/2007 17:24:05 Doubling damage bonus from damage mods and removing rof bonus will utterly bring 1400 IIs users to the very very top. Right now, as i seen, wrecks can reach around 2800 dmg on Hail L with maxed or semi-maxed skills. Now, assuming with that change a 3000 hit will be normal, we will see a Tempest doing up to 18 000 hp damage per one volley.
That will insta-pop anything but BS/CS class and even then only those that are tanked decently.
3000 damage per shot? That means the target is dual webbed and target painted 3 times, if you want to pull that off for every shot in your volley. When that is the case the target would be need deep in **** allready. Don't forget any decent BS has more then 50% resist allround. So there is no way you can one volley a BS... ever. The hitpoint increase was done to get longer fights, since the dps doesn't change there you don't negate that. I do agree that you would need less ships in a fleetfight to one volley a primary.
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DiuxDium
Free Mercenaries Union FATAL Alliance
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Posted - 2007.04.27 18:28:00 -
[17]
Tempest fleet insta-popping a dread would be kinda funny. ------------- Zun Da > Does anyone know about the 793 ship kills in the ZN0-SR System? Marquis Dean > Probably OHGOD doing a 6/10 plex. |

Akita T
Caldari Caldari Navy Volunteer Task Force
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Posted - 2007.04.27 18:53:00 -
[18]
Chance for wrecking shot is 1% per shot, and the chance for TWO wrecking shots in a 8-gun volley are extremely low, getting THREE or more wreckings per 8-gun volley would be akin to winning the lottery. If you want to get a half-realistical alpha damage for a volley in a fleet setup, do *1.6 base damage at most, even *1.5 base damage is a bit on the optimistic side already.
That being said, yes, removing RoF from weapon upgrade mods and increasing the damage bonus so the DPS remains the same would solve quite a few other things... less base ammo/capacitor use for all weapons (so longer fight time for same ammo total capacity used), make RoF rigs actually useful (damage rigs remain nigh-useless) and also decrease the problems of laser (and to a lesser extent hybrid) users a tiny bit. _ MySkills | Module/Rig stacknerfing explained |

Kagura Nikon
Minmatar Guardians of the Dawn Interstellar Alcohol Conglomerate
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Posted - 2007.04.27 19:03:00 -
[19]
it would be a great change. Very good indeed. Alpha would be ore important again, altough not so much (20% more is not something like will completely change battlefield). Ammar will stop complayining they get out of cap...
If brute force doesn't solve your problem... you are not using enough |

n0thing
Northern Intelligence Artificial Intelligence.
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Posted - 2007.04.27 20:01:00 -
[20]
Originally by: Starraker
Originally by: n0thing Edited by: n0thing on 27/04/2007 17:24:05 Doubling damage bonus from damage mods and removing rof bonus will utterly bring 1400 IIs users to the very very top. Right now, as i seen, wrecks can reach around 2800 dmg on Hail L with maxed or semi-maxed skills. Now, assuming with that change a 3000 hit will be normal, we will see a Tempest doing up to 18 000 hp damage per one volley.
That will insta-pop anything but BS/CS class and even then only those that are tanked decently.
3000 damage per shot? That means the target is dual webbed and target painted 3 times, if you want to pull that off for every shot in your volley. When that is the case the target would be need deep in **** allready. Don't forget any decent BS has more then 50% resist allround. So there is no way you can one volley a BS... ever. The hitpoint increase was done to get longer fights, since the dps doesn't change there you don't negate that. I do agree that you would need less ships in a fleetfight to one volley a primary.
Not a BS, just if you stand with Quake(right thats the ammo, sry), at around 45km from a tackled target by inty, if its smaller then tanked-BC its dead in 10 secs at most, after second cycle hits.
Means we get a BS with dps more then any other non-cap ingame, moreover not using cap. Way too overpowered imo.
Well, me being a Gallente, same goes to Blasterthrons, will volley cruiser class with ease. ---
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Impolite Andevil
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Posted - 2007.04.27 21:29:00 -
[21]
Originally by: n0thing
Originally by: Starraker
Originally by: n0thing Edited by: n0thing on 27/04/2007 17:24:05 Doubling damage bonus from damage mods and removing rof bonus will utterly bring 1400 IIs users to the very very top. Right now, as i seen, wrecks can reach around 2800 dmg on Hail L with maxed or semi-maxed skills. Now, assuming with that change a 3000 hit will be normal, we will see a Tempest doing up to 18 000 hp damage per one volley.
That will insta-pop anything but BS/CS class and even then only those that are tanked decently.
3000 damage per shot? That means the target is dual webbed and target painted 3 times, if you want to pull that off for every shot in your volley. When that is the case the target would be need deep in **** allready. Don't forget any decent BS has more then 50% resist allround. So there is no way you can one volley a BS... ever. The hitpoint increase was done to get longer fights, since the dps doesn't change there you don't negate that. I do agree that you would need less ships in a fleetfight to one volley a primary.
Not a BS, just if you stand with Quake(right thats the ammo, sry), at around 45km from a tackled target by inty, if its smaller then tanked-BC its dead in 10 secs at most, after second cycle hits.
Means we get a BS with dps more then any other non-cap ingame, moreover not using cap. Way too overpowered imo.
Well, me being a Gallente, same goes to Blasterthrons, will volley cruiser class with ease.
Since we are talking about an increase in alpha capabilites of 20% max, with the same DPS over time, any ship you could 1-volley with the change is a ship you can 2-volley now. That's no more than a 10 second reduction in lifespan. I don't really see that as a big deal. I really do like the benefits this could bring. Excellent idea.
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n0thing
Northern Intelligence Artificial Intelligence.
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Posted - 2007.04.27 22:01:00 -
[22]
Well yes, it will benefit most of ships while making the extreme alpha stike ones very preferred for any kind of gang warfare, I dont like seeing tempest only gangs myself. ---
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Kagura Nikon
Minmatar Guardians of the Dawn Interstellar Alcohol Conglomerate
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Posted - 2007.04.27 23:02:00 -
[23]
Did we saw only tempests in fights prior to revelations (when alpha worht 25% more)? NO! so don't speak nonsenses like that.
That would simply rebalance the arties to its due role and help also the cap using weapons.
If brute force doesn't solve your problem... you are not using enough |

hellsknights
Hells Angels Inc. Astral Wolves
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Posted - 2007.04.28 01:20:00 -
[24]
Edited by: hellsknights on 28/04/2007 01:20:12
i should read all the post before posting ....so i scrached my post
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Kayosoni
Caldari Destructive Influence Band of Brothers
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Posted - 2007.04.28 01:25:00 -
[25]
Good idea. -----------------------------------
btw, threatening to close 1 account really hurt my eyes. - xaioguai |

Sebmagic
Caldari Altera Odyssea Tau Ceti Federation
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Posted - 2007.04.28 01:36:00 -
[26]
Mmmm, I don't think this is a very good idea with the presence of rigs. This proposition looks only like a way to make both the module AND the rig stack by giving them two separate boost. This would GREATLY increase overall damage on gank ship and I do not think this is intended.
I actually think that an increase in rate of fire with the module is a good balance: you actually need more maintenance (ammo) on your ship to satisfy the increase dmg...
Seb
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Dahak2150
Chaos Monkeys
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Posted - 2007.04.28 01:48:00 -
[27]
I like this idea, especially being primarily amarr-specced.
/signage. ----------------
If you're on IE, pretend this is transparent while you get a browser that supports .png. |

Ryysa
North Face Force Anarchy Empire
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Posted - 2007.04.28 01:55:00 -
[28]
Being minmtar, I also like this a lot.
Means I don't have to carry as much ammo in my autocannons, and my Tempest/Mael will be pretty awesome in fleet.
Guide to EW - Killboard Mirroring tool |

Kaathar Rielspar
Minmatar
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Posted - 2007.04.28 02:22:00 -
[29]
/signed and /not signed at the same time
cos every time minmatar get a boost, tux chops off a turret  ____________________
Originally by: Jerick Ludhowe
Originally by: Eximius Josari If BS Sized HACs would be overpowered, what are HACs?
Overpriced Nos victims.
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Soren
PAK
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Posted - 2007.04.28 06:12:00 -
[30]
Good idea, I don't see how it'd be an unbalanced change for anyone...
Devs thoughts on the idea would be nice. ☠-->-->--
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