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Sebroth
FinFleet Lotka Volterra
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Posted - 2007.04.28 06:35:00 -
[31]
Im not sure I would like it. Sure I would get a nice volly dmg from my 1400mm II but the rof would be insane without any rof bonus. ----- Never knock on Death's door; ring the doorbell and run (he hates that) |

Terradoct
Gallente shock-WAVE corp. Legion of xXDEATHXx
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Posted - 2007.04.28 06:57:00 -
[32]
split it into 2 moduls one with rof bonus but with dmg penalty, 1 with dmg bonus but with rof penalty.
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Docain
Skull Knockers
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Posted - 2007.04.28 07:03:00 -
[33]
Originally by: Terradoct split it into 2 moduls one with rof bonus but with dmg penalty, 1 with dmg bonus but with rof penalty.
Good idea. Lets you choose if you want a higher alpha strike or more dps. It would make the damage and ROF rigs more effective as well.
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goodby4u
Logistic Technologies Incorporated Free Trade Coalition
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Posted - 2007.04.28 09:13:00 -
[34]
Great idea...Until you spot my abaddon with 4 damage mods pumping out 10s of thousands in alpha  __________________________________________ Yes it is great being amarr. I am minmatar,fly amarr,use gellente drones and am in caldari space. |

Erim Solfara
Amarr Tarlos INC
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Posted - 2007.04.28 09:35:00 -
[35]
But my omen has such a pretty light show thing going on, I like my guns firing that quickly :(
It looks so pretty.
What about having two kinds of damage mod? RoF and Damage seperately? Means minnies can fit the damage ones for their alpha, if they want to, and I can fit my RoF ones to melt things faster.
New ship class |

Nian Banks
Minmatar Berserkers of Aesir
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Posted - 2007.04.28 09:59:00 -
[36]
Originally by: Terradoct split it into 2 moduls one with rof bonus but with dmg penalty, 1 with dmg bonus but with rof penalty.
Now thats a fantastic solution, ofcourse both modules affect each other through stacking, so as to stop people fitting several of each on and getting insane dps.
Yeah I /sign for this change. Give the arties their alpha strike capacity back and also reduce the cap use for energy/hybrid users.
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Kazuo Ishiguro
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Posted - 2007.04.28 10:26:00 -
[37]
No-one seems to have mentioned that this would make life a lot easier for all Amarr pilots (Arbitrator pilots excepted). Is this a 'boost Amarr' thread in disguise? ------ Spreadsheets: Top speed calculation - Halo Implant tanking |

n0thing
Northern Intelligence Artificial Intelligence.
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Posted - 2007.04.28 11:04:00 -
[38]
It will do good, and bad still.
Minmatar arties will become usefull and both overpowered, since now 3 damage mods will give 2x and not 1x damage, but also if you landen yourself with rof rigs, your having another 20-30% damage on top of all. Means Minmatar now gets most powerfull dps. Notice, not alpha strike, dps, since he keeps the rof same but having 50% increase on each damage mod. ---
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Catogo
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Posted - 2007.04.28 11:17:00 -
[39]
Not only that, but we could reduce each ship to one weapon slot that does 5x to 8x the damage that a turret/missile/drone would do!
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Reto
The Last Resort
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Posted - 2007.04.28 11:19:00 -
[40]
this would unbalance some stuff and ofc benefit cap using guns more than non cap guns (abbadon firing 8 tachs II and repping all the time = big no no). rof also means more hit chances while fighting in falloff (minmatar). abondoning rof bonuses will unbalance the game and make concentrated firepower the no. 1 choice thus increase blobing even more. imo rof is an important factor to be considered for a tactical application. rof means also to make enuff dmg in less time thus dealing more dmg per sec than a rep can compensate. i wouldnt remove the rof. ammo/cargohold use and cap use are two balancing mechanics in eve and therefore shouldnt be changed easily.
Originally by: s4mp3r0r "Hey man, you're mom has a cruise missile".
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Aversin
Gallente JUDGE DREAD Inc. Forces of Freedom
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Posted - 2007.04.28 13:22:00 -
[41]
Originally by: Kazuo Ishiguro No-one seems to have mentioned that this would make life a lot easier for all Amarr pilots (Arbitrator pilots excepted). Is this a 'boost Amarr' thread in disguise?
I'm not sure if this has been mentioned yet but I hear shuttles don't have a very good tank.
Originally by: Razner Cerizo They will never quit. The beatings will continue until morale improves.
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Dristra
Amarr Shadows of the Dead Aftermath Alliance
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Posted - 2007.04.28 14:54:00 -
[42]
Originally by: Reto this would unbalance some stuff and ofc benefit cap using guns more than non cap guns (abbadon firing 8 tachs II and repping all the time = big no no). rof also means more hit chances while fighting in falloff (minmatar). abondoning rof bonuses will unbalance the game and make concentrated firepower the no. 1 choice thus increase blobing even more. imo rof is an important factor to be considered for a tactical application. rof means also to make enuff dmg in less time thus dealing more dmg per sec than a rep can compensate. i wouldnt remove the rof. ammo/cargohold use and cap use are two balancing mechanics in eve and therefore shouldnt be changed easily.
heh, you even seen the cap usage on those things? you need a injector to even keep firing for long It's great being Amarr isn't it.
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madaluap
Gallente Mercenary Forces Exquisite Malevolence
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Posted - 2007.04.28 15:04:00 -
[43]
yep would rock ^^
You will get less dps, but more alpha, which is a good trade imo _________________________________________________ Breetime
A killmail!11!1 omgrawr: BOOOOOOOOOOOOOOYAAAAAAAAAAAAAAAAAAA |

n0thing
Northern Intelligence Artificial Intelligence.
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Posted - 2007.04.28 15:26:00 -
[44]
Originally by: madaluap yep would rock ^^
You will get less dps, but more alpha, which is a good trade imo
For only 2 races, while 2 other get a damage decrease. gallente being DPS kings will suffer from an unneeded nerf. ---
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Kulmid
The Rat Pack
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Posted - 2007.04.28 15:46:00 -
[45]
I think this might make Minmatar AC ships a little bit overpowered because they would be able to reach insane DPS ammonts because of their ability to fit 2-3 RoF rigs do to their low fitting reqs. A Tempest can already push 1k+ DPS, if this were implimented I don't even want to know what would happen to their DPS with a huge damage mod and 3 RoF rigs.
~~~~~~~~~~~ Success is the time between when you do something, and when you tell a woman what you did.
"What is this RL? There is only AFK." |

Nian Banks
Minmatar Berserkers of Aesir
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Posted - 2007.04.28 17:40:00 -
[46]
Originally by: Kulmid I think this might make Minmatar AC ships a little bit overpowered because they would be able to reach insane DPS ammonts because of their ability to fit 2-3 RoF rigs do to their low fitting reqs. A Tempest can already push 1k+ DPS, if this were implimented I don't even want to know what would happen to their DPS with a huge damage mod and 3 RoF rigs.
So as its been said before, have the modules stack with rigs.
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Plutoinum
German Cyberdome Corp Cult of War
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Posted - 2007.04.28 17:52:00 -
[47]
Edited by: Plutoinum on 28/04/2007 17:48:20
Originally by: Elmicker Can you imagine the alpha strike on a tempest if you swapped the RoF bonus for added Damage bonus? 
The alpha-strike of Minmatar got the indirect nerf bat anyway with the HP changes. So I'd see this as a fix. ___________ Muuuhhh !!! |

Amarria Lightwielder
N.A.G.A Corporation
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Posted - 2007.04.28 18:07:00 -
[48]
as a pure Amarr pilot I'm all for it ;D -
-- Sound in EVE |

Kirishina
Amarr Light inc
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Posted - 2007.04.28 19:07:00 -
[49]
Awesome idea. All for it. ______
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Kvarium Ki
legion of qui Freelancer Alliance
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Posted - 2007.04.28 19:39:00 -
[50]
Edited by: Kvarium Ki on 28/04/2007 19:36:51 So..
- The Minmatar are all for it. - The Amarr are all for it, give them anything, anything at all and you're sure to please them. - The Caldari are ratting. - The Gallente are kind of for it but they don't want Minmatar to be stronger even if this would make blaster insanely powerfull.
I like this idea too.
KK.
P.S. This might actualy improve missiles in fleet pvp, since you only get a chance to hit once before the target is dead anyway.
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Carniflex
Caldari Fallout Research Fallout Project
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Posted - 2007.04.29 08:40:00 -
[51]
I do not like that idea.
Reason being that I rely on BCU's to do decent damage in missions (Raven ofc). In missions you already can one volley most smaller NPC ships so RoF bonus is quite beneficial, as long as I can onevolley them, if you get only RoF or only damage bonus you can either onevolley them with low RoF or need 2 volleys to kill them with good RoF.
Altho that 'dont like it' is on assumption that rigs would still stack with damage mods. If they would not, then I sure would sport 3x BCU's and 3x RoF rigs to get better overall dps. It's not like you actually need rigs to tank those missions with decent skills and setup. Currently using those missile signature rigs to get signature of 173 on my cruise missiles but can do without them.
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Kagura Nikon
Minmatar Guardians of the Dawn Interstellar Alcohol Conglomerate
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Posted - 2007.04.29 11:35:00 -
[52]
Originally by: n0thing It will do good, and bad still.
Minmatar arties will become usefull and both overpowered, since now 3 damage mods will give 2x and not 1x damage, but also if you landen yourself with rof rigs, your having another 20-30% damage on top of all. Means Minmatar now gets most powerfull dps. Notice, not alpha strike, dps, since he keeps the rof same but having 50% increase on each damage mod.
you need to learn to think before wrtioe. What disallow other races to do exact same and acheive the same DPS increase? So Minmatar would still have thelowest DPS.. daaaaaaa
If brute force doesn't solve your problem... you are not using enough |

Kunming
Outcasts
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Posted - 2007.04.29 11:50:00 -
[53]
I dont like the idea of arties getting back their one-volleying alpha back though the insane dmg blasters will be getting sorta makes me oversee that
Seriously though this change is not really needed, its more of a change of flavour than balancing.
Quote: READ THIS NEXT PART CAREFULLY AS IT IS VERY IMPORTANT AND POSTING A REPLY WITHOUT READING IT MAY RESULT IN YOU LOOKING STUPID.
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n0thing
Northern Intelligence Artificial Intelligence.
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Posted - 2007.04.29 13:27:00 -
[54]
Originally by: Kagura Nikon
Originally by: n0thing It will do good, and bad still.
Minmatar arties will become usefull and both overpowered, since now 3 damage mods will give 2x and not 1x damage, but also if you landen yourself with rof rigs, your having another 20-30% damage on top of all. Means Minmatar now gets most powerfull dps. Notice, not alpha strike, dps, since he keeps the rof same but having 50% increase on each damage mod.
you need to learn to think before wrtioe. What disallow other races to do exact same and acheive the same DPS increase? So Minmatar would still have thelowest DPS.. daaaaaaa
Actually no, since rof gives slightly less DPS increase then damage mod increase gives. Means the ships with higher multiplier will have higher increase. If just pick rough numbers as of 15ish k damage a volley, that means around 1500 dps on a maxed tempest after the change. ---
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Sigos
ORIGIN SYSTEMS
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Posted - 2007.04.29 14:44:00 -
[55]
Originally by: n0thing
Originally by: Kagura Nikon
Originally by: n0thing It will do good, and bad still.
Minmatar arties will become usefull and both overpowered, since now 3 damage mods will give 2x and not 1x damage, but also if you landen yourself with rof rigs, your having another 20-30% damage on top of all. Means Minmatar now gets most powerfull dps. Notice, not alpha strike, dps, since he keeps the rof same but having 50% increase on each damage mod.
you need to learn to think before wrtioe. What disallow other races to do exact same and acheive the same DPS increase? So Minmatar would still have thelowest DPS.. daaaaaaa
Actually no, since rof gives slightly less DPS increase then damage mod increase gives. Means the ships with higher multiplier will have higher increase. If just pick rough numbers as of 15ish k damage a volley, that means around 1500 dps on a maxed tempest after the change.
I'm not usually one to say things like this, but: WTS 3rd grade math
Let us assume: Damage Modifier = 1 Rate of Fire = 1 Damage Bonus 1 (Current Module) = 2 Rate of Fire Bonus 1 (Current Module) = .5 Damage Bonus 2 (Proposed Module) = 4
Base DPS = Damage Modifier / Rate of Fire = 1 / 1 = 1 Current Post-Damage Module DPS = (Damage Modifier * Damage Bonus 1) / (Rate of Fire * Rate of Fire Bonus 1) = (1 * 2) / (1 * .5) = 2 / .5 = 4 Proposed Post-Damage Module DPS = (Damage Modifier * Damage Bonus 2) / Rate of Fire = (1 * 4) / 1 = 4 / 1 = 4
Therefore, both modules result in the same DPS. Sure, the proposed module has higher alpha strike, but that's not such a big deal. Also, yes, I did use idealized numbers that were easier to work with for any of the math-inept, but this will work with more complex numbers. If you multiply the current damage modifier by the inverse of the current RoF modifier (exponent of -1 OR 1 / current RoF modifier), you will have the same damage.
I do not believe you need to know any Calculus to understand this, though maybe that's my advantage...
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Sanzorz
Amarr EVEfan.dk
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Posted - 2007.04.29 15:49:00 -
[56]
Originally by: Starraker 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?
Dunno if that idea is silly or not.
As Amarr it might be great for pvp, but for missions I don't like it. I fit my ships with full cap regen rigs because the cap is needed and the rof rigs penalty ain't fun with the pg requirement on lasers.
I like how heatsinks already are as I favour RoF more than damage for missions...and increased damage on a mod called Heatsink dosen't make sense. The name means the guns are getting cooled down allowed for faster shooting.
Shrug.. --- Currently flying a PvE geared Crusader and Prophecy |

ZuN3
kleptomaniacs
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Posted - 2007.04.29 16:04:00 -
[57]
Yes please, this would make my 1400mm IIs uber again, also it'd be good because you wouldn't get through ammo quite so quickly (talking about ACs mainly here) 
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Sun Win
Mutually Assured Distraction
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Posted - 2007.04.29 16:21:00 -
[58]
Edited by: Sun Win on 29/04/2007 16:18:34
Originally by: Sigos I'm not usually one to say things like this, but: WTS 3rd grade math
Let us assume: Damage Modifier = 1 Rate of Fire = 1 Damage Bonus 1 (Current Module) = 2 Rate of Fire Bonus 1 (Current Module) = .5 Damage Bonus 2 (Proposed Module) = 4
Base DPS = Damage Modifier / Rate of Fire = 1 / 1 = 1 Current Post-Damage Module DPS = (Damage Modifier * Damage Bonus 1) / (Rate of Fire * Rate of Fire Bonus 1) = (1 * 2) / (1 * .5) = 2 / .5 = 4 Proposed Post-Damage Module DPS = (Damage Modifier * Damage Bonus 2) / Rate of Fire = (1 * 4) / 1 = 4 / 1 = 4
Therefore, both modules result in the same DPS.
Err watch your units.
Damage = 100 hp/shot RoF = 1 shot/10 seconds (or .10 shots/second) Damage Bonus (current module): 10% RoF Bonus (current): 10% Damage (proposed): 20%
DPS = Damage * ROF (hp/shot times shot/second shot cancels out and you get hp/second) DIVIDED IS WRONG that would give you hp/shot // shot/second which comes out to "hpshots per second^2"
So, base damage here is 100hp/shot * 0.1 shots/second == 10DPS
Current post damage modules DPS = (100hp/shot * 1.10) * (.1 shots/sec * 1.10) == 12.1 DPS or a 21% increase.
Proposed post damage modules DPS = (100hp/shot * 1.20) * .1 shots/sec == 12 DPS or a 20% increase
Now, we fit 2 damage mods (assuming no stacking nerf) Current post damage modules DPS = (100hp/shot * 1.10 * 1.10) * (.1 shots/sec * 1.10 * 1.10) == 14.64 DPS or a 46.41% increase.
Proposed post damage modules DPS = (100hp/shot * 1.20* 1.20) * .1 shots/sec == 14.4 DPS or a 44% increase
The gap is widening!
New to Eve? Learn to Fly - join channel: "Eve University" or read here |

Starraker
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Posted - 2007.04.29 16:32:00 -
[59]
Edited by: Starraker on 29/04/2007 16:33:49
Originally by: Kulmid I think this might make Minmatar AC ships a little bit overpowered because they would be able to reach insane DPS ammonts because of their ability to fit 2-3 RoF rigs do to their low fitting reqs. A Tempest can already push 1k+ DPS, if this were implimented I don't even want to know what would happen to their DPS with a huge damage mod and 3 RoF rigs.
That is why I think they should still get a stacking penalty with the damage mods. So that you can only choose one, damage or RoF not boht with full bonus.
Quote:
Damage = 100 hp/shot RoF = 1 shot/10 seconds (or .10 shots/second) Damage Bonus (current module): 10% RoF Bonus (current): 10% Damage (proposed): 20%
DPS = Damage * ROF (hp/shot times shot/second shot cancels out and you get hp/second) DIVIDED IS WRONG that would give you hp/shot // shot/second which comes out to "hpshots per second^2"
So, base damage here is 100hp/shot * 0.1 shots/second == 10DPS
Current post damage modules DPS = (100hp/shot * 1.10) * (.1 shots/sec * 1.10) == 12.1 DPS or a 21% increase.
Proposed post damage modules DPS = (100hp/shot * 1.20) * .1 shots/sec == 12 DPS or a 20% increase
Now, we fit 2 damage mods (assuming no stacking nerf) Current post damage modules DPS = (100hp/shot * 1.10 * 1.10) * (.1 shots/sec * 1.10 * 1.10) == 14.64 DPS or a 46.41% increase.
Proposed post damage modules DPS = (100hp/shot * 1.20* 1.20) * .1 shots/sec == 14.4 DPS or a 44% increase
The gap is widening!
I want the mod chanced so that the dps stays the same and I understand you can not add up the two bonusses. I might not said it clear enough in my post, but the idea is that DPS won't change.
Alfa strike would get a bit bigger but it is not like you can one volley BSs now. Just that ships who are left in structure now after the first volley will prolly die now. It does mean that fights get a little bit more chance based. Because less shots will be shots be fired per fight. So a miss or a wrecking shot will mean more.
Just for the record, I fly minmatar But I would like to see more Ammar ships so my T2 resist are somewhat usefull.
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Redginald
Minmatar Eternity INC. Mercenary Coalition
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Posted - 2007.04.29 16:45:00 -
[60]
this would be a really good change. Do it CCP!!!
I could get away from putting ac's on everything and use artys.
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