| Pages: 1 2 3 4 5 :: [one page] |
| Author |
Thread Statistics | Show CCP posts - 0 post(s) |

Starraker
|
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?
|

mama guru
Gallente Corp 1 Allstars
|
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
|
Posted - 2007.04.27 15:34:00 -
[3]
It would also make the RoF rigs usefull.
|

Elmicker
Unscoped Myriad Alliance
|
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? 
|

Taipan Gedscho
Muzzletov Gewaltski Inc.
|
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
|
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
|
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...
|

Azerrad InExile
|
Posted - 2007.04.27 16:31:00 -
[8]
Honestly seems like a good idea.
/signed
|

smallgreenblur
Minmatar Wreckless Abandon Triumvirate.
|
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
|

Mastin Dragonfly
Absolutely No Return
|
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.
|

Fon Revedhort
Aeria Gloris Inc United Legion
|
Posted - 2007.04.27 17:12:00 -
[11]
What!? Do you really wanna unnerf Amarr by reducing their cap use? 
|

Jake Stevens
|
Posted - 2007.04.27 17:24:00 -
[12]
Maybe just on heatsinks? ------------- yarr :( |

n0thing
Northern Intelligence Artificial Intelligence.
|
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. ---
|

Captain Crimson
|
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).
|

errorist
Caldari Free Mercenaries Union FATAL Alliance
|
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 :)
|

Starraker
|
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.
|

DiuxDium
Free Mercenaries Union FATAL Alliance
|
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
|
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
|
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.
|
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. ---
|

Impolite Andevil
|
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.
|

n0thing
Northern Intelligence Artificial Intelligence.
|
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. ---
|

Kagura Nikon
Minmatar Guardians of the Dawn Interstellar Alcohol Conglomerate
|
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
|
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
|

Kayosoni
Caldari Destructive Influence Band of Brothers
|
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
|
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
|

Dahak2150
Chaos Monkeys
|
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
|
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
|
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.
|

Soren
PAK
|
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. ☠-->-->--
|

Sebroth
FinFleet Lotka Volterra
|
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
|
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.
|

Docain
Skull Knockers
|
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.
|

goodby4u
Logistic Technologies Incorporated Free Trade Coalition
|
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
|
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
|
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.
|

Kazuo Ishiguro
|
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.
|
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. ---
|

Catogo
|
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!
|

Reto
The Last Resort
|
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".
|

Aversin
Gallente JUDGE DREAD Inc. Forces of Freedom
|
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.
|

Dristra
Amarr Shadows of the Dead Aftermath Alliance
|
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.
|

madaluap
Gallente Mercenary Forces Exquisite Malevolence
|
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.
|
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. ---
|

Kulmid
The Rat Pack
|
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
|
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.
|

Plutoinum
German Cyberdome Corp Cult of War
|
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
|
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
|
Posted - 2007.04.28 19:07:00 -
[49]
Awesome idea. All for it. ______
|

Kvarium Ki
legion of qui Freelancer Alliance
|
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.
|

Carniflex
Caldari Fallout Research Fallout Project
|
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.
|

Kagura Nikon
Minmatar Guardians of the Dawn Interstellar Alcohol Conglomerate
|
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
|
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.
|

n0thing
Northern Intelligence Artificial Intelligence.
|
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. ---
|

Sigos
ORIGIN SYSTEMS
|
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...
|

Sanzorz
Amarr EVEfan.dk
|
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
|
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) 
|

Sun Win
Mutually Assured Distraction
|
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
|
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.
|

Redginald
Minmatar Eternity INC. Mercenary Coalition
|
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.
|

Neuromandis
Novastorm Inc Interstellar Alcohol Conglomerate
|
Posted - 2007.04.29 21:40:00 -
[61]
Edited by: Neuromandis on 29/04/2007 21:38:19 Edited by: Neuromandis on 29/04/2007 21:37:01 I do not like it at all. My reasons are various: First, Alpha is all well and good, you don't have to single volley something for it to work (you already get a "virtual" damage bonus by your damage being frontloaded, which lessens as the fight progresses). On the other hand, very high alfa is completely UNFAIR to smaller ships. A boosting assault frigate that can tank your dps should not be able to be single-volleyed thus, denying it the chance to use its repping skills by a lucky blow, ***coming from a mainstream battleship, not even a specialized setup***. Combat must last more, not less. Yes minmatar would like it but sorry they do not need to single volley everything less than battleships.
Second it would totally be in favor of Minmatar with their too-easy fitting requirements. Third, contrary to what I see posted, it would actually WORSEN the situation for Amarr, because there is no way in hell they will be able to use the rigs that will be standard for everyone else. Instead, everyone BUT amarr will be using them -> hidden amarr nerf by introducing something that everyone else BUT them will be able to use.
Fourth, There is absolutely no real reason to do something like that. None at all. If the devs feel that Projectiles need more alfa, they can always increase their damage and lower ther ROF -> problem solved. No need to toy with an irrelevant module to do so. But, they don't, so they didn't, or they do and they will. Same, if the devs feel that Cap-using weapons need to use less cap, they can always decrease it, without screwing with an even more irrelevant module. As before, they don't so they didn't, or they do and they will. If the devs feel Amarr in general need a boost, they'll boost them. They do and they will as have been stated in preious blogs.
Don't fix what is by no means broken. Damage mods are among the best-balanced modules in the game, thank you very much. Instead, fix the damage and rof rigs so they can be used normally without stacknerfing to hell and back.
|

Sigos
ORIGIN SYSTEMS
|
Posted - 2007.04.29 22:37:00 -
[62]
Originally by: Sun Win 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!
Yes, I do realize that, in reality, rate of fire should be shots in a period of time, but that is not how the rate of fire attribute is handled in the game so it is not the way I used it here. Rate of Fire in this example (as in game) is in seconds. Damage modifier is in hp. Therefore, damage per second is... (dun dun dun) Damage Modifier over Rate of Fire.
Perhaps I should have used units, but I thought it was self-explanatory (especially when looking at the math). Your problem is that you assume that they would replace a 10% RoF bonus with a 10% damage bonus, which would be asinine as a RoF bonus is better than an "equal" damage bonus.
I apologize for assuming too much of the average forum poster, though I did explain that in order to get the proper bonus, you would have to multiply by the inverse of the RoF modifier (1 minus the stated percent bonus [for those of you who don't know what a percent is, you must first divide it by 100 to get the "actual" modifier, so a 20% RoF bonus is a .2 reduction in RoF, or a .8 multiplier]).
|

korrey
Amarr
|
Posted - 2007.04.29 22:52:00 -
[63]
It means the Abaddon could be firing and tanking for...WOW More than 5 minutes! Brilliant, Amarr want their cap back! ----------- Amarr- If you like to handicap yourself before the fight begins, then Amarr may suite your needs surprisingly well. |

Goumindong
Amarr Merch Industrial We Are Nice Guys
|
Posted - 2007.04.29 23:11:00 -
[64]
This would up volley damage on 3 damage mod'd ships by 30.79% assuming it was balanced for the same DPS.
Big buff to artillery and blasters. Not so much for lasers, but the cap use bonus would be nice. This is because lasers dont depend on front loaded DPS, like arties and blasters do, though it would still be a significant buff for lasers.
It would shorten fights, that isnt really what the devs have been aiming at. ---------------------------------------- Thou Shalt "Pew Pew" |

Angus McLean
Gallente Divinity Trials
|
Posted - 2007.04.29 23:55:00 -
[65]
Originally by: Goumindong This would up volley damage on 3 damage mod'd ships by 30.79% assuming it was balanced for the same DPS.
Big buff to artillery and blasters. Not so much for lasers, but the cap use bonus would be nice. This is because lasers dont depend on front loaded DPS, like arties and blasters do, though it would still be a significant buff for lasers.
It would shorten fights, that isnt really what the devs have been aiming at.
Thats what we're hoping for. A larger buff for lasers and a smaller buff for the other weapon systems. Seeings Amarr mainly rely on their tank to live, dps isnt as much of an issue. Cap on the other hand is, and DoT on lasers isnt half bad.
So this is actually a cool idea IMO ---------------- I love how most people tend to quote themselves on the EvE Online forums. Its kind of ridiculous. -Angus McLean |

Goumindong
Amarr Merch Industrial We Are Nice Guys
|
Posted - 2007.04.30 00:29:00 -
[66]
Originally by: Angus McLean
Originally by: Goumindong This would up volley damage on 3 damage mod'd ships by 30.79% assuming it was balanced for the same DPS.
Big buff to artillery and blasters. Not so much for lasers, but the cap use bonus would be nice. This is because lasers dont depend on front loaded DPS, like arties and blasters do, though it would still be a significant buff for lasers.
It would shorten fights, that isnt really what the devs have been aiming at.
Thats what we're hoping for. A larger buff for lasers and a smaller buff for the other weapon systems. Seeings Amarr mainly rely on their tank to live, dps isnt as much of an issue. Cap on the other hand is, and DoT on lasers isnt half bad.
So this is actually a cool idea IMO
You are entirely false.
Amarr do not rely on their tank to live, they rely on their range. Amarr ships that tank are amarr ships that get killed.
You cannot out-tank a Minmatar or Gallente ship of the same class while doing anywhere near similar damage. As well, since it benefits both of them to get close, the longer the battle is extended, the worse lasers do[for being close and having bad tracking as well as getting into the gallente/minmatar wheelhouse]. The cap use, being worse than blasters even at ship skill five is just another drop in the "what are you doing tanking" bucket.
Amarr rely on building a damage buffer by dealing DPS before their enemy does. This means this damage buffer needs to be as large as possible. It also means that the damage buffer doesnt nessesarrily need to be front loaded, because you are working on reasonably long term damage and not front loaded damage. The boost would help with cap use, and the front loaded damage isnt bad[in fact its good], but it isnt as important as weapon systems that rely on that front loaded damage. Most notably, blasters and Artillery.
Blasters not as much as arties, but once they get in range they need to put the hurt on asap[or they arent going to get over that damage buffer that amarr has built up]. Front loading damage increases this effect. Its a HUGE boost to neutron gank setups which have amasing volley damage already[a neutron gank hyperion would nearly has as much volley damage with neutrons with the change as a maelstrom would with arties at the moment(6% more alpha on the arties before the change, 38% after), neutron gank megathrons are more likly to be seen, but the prodigious volley damage of the Hyp wouldnt be something impressive to behold(avg volley dmg[after hit quality calculations, which have been definitivly figured out now] would be about 6332)]
And blasters would get the same cap use benefit out of it that lasers would. ---------------------------------------- Thou Shalt "Pew Pew" |

Jordan Musgrat
Convergent Firmus Ixion
|
Posted - 2007.04.30 05:57:00 -
[67]
/signed.
It would not significantly reduce combat times, and believe me, they can already be long. We had a standoff of 20v20 the other day, mostly BS, and it took a good 10 minutes. That's perfect, and taking 9 minutes wouldn't kill me.
A good way to not nerf anything is to, like said before, have ROF and DPS damage mods. It adds a little more strategy to the game, and everyone should be happy with it. Yes there's not a problem with damage mods atm, but changing them in this way would go a long ways towards fixing a lot of little things that bug everyone. But for example, maybe instead of taking away ROF and doubling DPS, give it 90% net of what it would be. That should be more than enough to counter most ill effects that you would see.
Also, go ahead and make rigs stack with modules. You know you will eventually do it, so go ahead now. This will make ROF rigs useful, and force people to use different rigs, instead of 3x CCC and etc. It will ensure that no alpha striker can put 3x DPS mods and 3x DPS rigs, stacking on that would be horrible. He will need to mix in ROF as well for it to be effective. Alpha strike would still be insane, but if he wants to devote that many slots to it, especially after the HP increase, let him. -----------
Primary is family values, secondary is 0.0... |

Starraker
|
Posted - 2007.04.30 08:40:00 -
[68]
Edited by: Starraker on 30/04/2007 08:38:03
Originally by: Neuromandis Edited by: Neuromandis on 29/04/2007 21:38:19 Edited by: Neuromandis on 29/04/2007 21:37:01 I do not like it at all. My reasons are various: First, Alpha is all well and good, you don't have to single volley something for it to work (you already get a "virtual" damage bonus by your damage being frontloaded, which lessens as the fight progresses). On the other hand, very high alfa is completely UNFAIR to smaller ships. A boosting assault frigate that can tank your dps should not be able to be single-volleyed thus, denying it the chance to use its repping skills by a lucky blow, ***coming from a mainstream battleship, not even a specialized setup***. Combat must last more, not less. Yes minmatar would like it but sorry they do not need to single volley everything less than battleships.
Second it would totally be in favor of Minmatar with their too-easy fitting requirements. Third, contrary to what I see posted, it would actually WORSEN the situation for Amarr, because there is no way in hell they will be able to use the rigs that will be standard for everyone else. Instead, everyone BUT amarr will be using them -> hidden amarr nerf by introducing something that everyone else BUT them will be able to use.
How would this change alfa strike so much? Like I said before, if you are in structure after the first volley now you will die after this change. HOw often did you get one volleyed into structure? And especially frigs will not have that problem because the hit quality is so bad on them. Just don't fly directly towards sniping BSs.
How would this boost minmatar over the other races via fitting reqs?
Why would this change affect the rig fitting properties of Ammar? ANd why would it be bad?
Originally by: Neuromandis Edited by: Neuromandis on 29/04/2007 21:38:19 Fourth, There is absolutely no real reason to do something like that. None at all. If the devs feel that Projectiles need more alfa, they can always increase their damage and lower ther ROF -> problem solved. No need to toy with an irrelevant module to do so. But, they don't, so they didn't, or they do and they will. Same, if the devs feel that Cap-using weapons need to use less cap, they can always decrease it, without screwing with an even more irrelevant module. As before, they don't so they didn't, or they do and they will. If the devs feel Amarr in general need a boost, they'll boost them. They do and they will as have been stated in preious blogs.
Don't fix what is by no means broken. Damage mods are among the best-balanced modules in the game, thank you very much. Instead, fix the damage and rof rigs so they can be used normally without stacknerfing to hell and back.
I agree they work OK. And all weapons are balanced unboosted. But I think it is wierd that Ammar and Gallente need to worry more about cap when they fit a module that has only positive effects for projectiles and missiles.
Maybe they should only change magstabs and heatsinks this way. On second thought why not give magstabs and heatsinks a tiny cap use bonus in line with the increased use by the increased RoF.
|

Neuromandis
Novastorm Inc Interstellar Alcohol Conglomerate
|
Posted - 2007.04.30 12:59:00 -
[69]
Edited by: Neuromandis on 30/04/2007 12:59:03
Originally by: Starraker Edited by: Starraker on 30/04/2007 08:38:03 How would this change alfa strike so much? Like I said before, if you are in structure after the first volley now you will die after this change. HOw often did you get one volleyed into structure? And especially frigs will not have that problem because the hit quality is so bad on them. Just don't fly directly towards sniping BSs.
How would this boost minmatar over the other races via fitting reqs?
Why would this change affect the rig fitting properties of Ammar? ANd why would it be bad?
I agree they work OK. And all weapons are balanced unboosted. But I think it is wierd that Ammar and Gallente need to worry more about cap when they fit a module that has only positive effects for projectiles and missiles.
Maybe they should only change magstabs and heatsinks this way. On second thought why not give magstabs and heatsinks a tiny cap use bonus in line with the increased use by the increased RoF.
I have seen single volleys to structure occasionally, just not quite often, so the problem is there. It is not tragic, but it's there.
About the minmatar boosting, quite simply, their double-damage-bonus ships with their less turret hardpoints have easier time fitting their guns. This is even more pronounced with autocannons because their lower tier weapons are very close to their higher tier weapons (same falloff, small difference in damage) and hence are used quite more often to save PG. That spare PG can be used for the ROF rigs. In contrast, you cannot do the same with blasters - the difference between neutron, ion and electron is immensely bigger.
Amarr: The change would indirectly affect Beam Amarr, especially battleships, very strongly, because tachyons have the most costly fitting. Amarr via their fitting restricitons would be very hard-pressed to use ROF rigs (which everyone else would use). In effect, while not nerfing amarr, it would be a change that everyone else would use but would be be "practically unavailable" to a lot of Amarr useful ships (mainly tachyon battleships, but I suppose others as well)
The fact that all weapons work unboosted ok but when damage mods figure in they are not (if that is the case), means exactly what you said: that maybe damage mods should give a tiny cap-use bonus (via better management of weapons or something) to make them cap-neutral. No problem with that, sounds like a very good idea. Or nerf minnie cap 
|

Rhaegor Stormborn
Sturmgrenadier Inc R i s e
|
Posted - 2007.04.30 13:18:00 -
[70]
/signed
|

Kiyano
Caldari Pilots Of Honour
|
Posted - 2007.04.30 13:24:00 -
[71]
Imho any ships that couldn't tank a 10-30% (depending on amount of dmg mods fitted) increase in Alpha strike damage without popping, couldn't tank the original dps anyways (as it would remain the same hopefully =]) So I'm not seeing any problems here in regards to that, as some people have had issues with it. I'm definitely for this idea.
|

smallgreenblur
Minmatar Wreckless Abandon Triumvirate.
|
Posted - 2007.04.30 13:41:00 -
[72]
To all the people that are having math issues in this thread:
Changing the damage mod to stick with the same dps will involve increasing it by slightly more than double. I'm sure the devs are capable of this level of math.
Apart from anything else i'm starting to really like this idea. It boosts minmatar slightly, at least that part of minmatar that haven't worked out that autocannons are better than arties . It indirectly boosts amarr cap usage, which can only be good. Gallente get improved alpha and same dps as well as reduction in cap use. Caldari don't care either way.
It's all good ^^
sgb
|

Nian Banks
Minmatar Berserkers of Aesir
|
Posted - 2007.04.30 14:06:00 -
[73]
So now if they did introduce this so that you had a rof module and a damage module, should they keep the original rof+damage module? for those who want both bonuses weaker but in one mod.
|

smallgreenblur
Minmatar Wreckless Abandon Triumvirate.
|
Posted - 2007.04.30 14:55:00 -
[74]
Originally by: Nian Banks So now if they did introduce this so that you had a rof module and a damage module, should they keep the original rof+damage module? for those who want both bonuses weaker but in one mod.
I don't think we should have a rof mod, just a damage mod and a rof rig. With equal dps there would be no reason to fit a rof damage mod, and it would be difficult to sort out stacking penalties on people filling lows with damage mods and rof mods. But if both come in then I should think getting rid of the original would be best for the same reason.
sgb
|

n0thing
Northern Intelligence Artificial Intelligence.
|
Posted - 2007.04.30 15:26:00 -
[75]
Originally by: smallgreenblur
Originally by: Nian Banks So now if they did introduce this so that you had a rof module and a damage module, should they keep the original rof+damage module? for those who want both bonuses weaker but in one mod.
I don't think we should have a rof mod, just a damage mod and a rof rig. With equal dps there would be no reason to fit a rof damage mod, and it would be difficult to sort out stacking penalties on people filling lows with damage mods and rof mods. But if both come in then I should think getting rid of the original would be best for the same reason.
sgb
Wouldnt that bring more damage overall, with 3 boosted dmg mods and 3 rof rigs? ---
|

Saladin
Minmatar Eternity INC. Mercenary Coalition
|
Posted - 2007.04.30 15:52:00 -
[76]
Originally by: Sebroth 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.
I have to say I share your concerns. It would reduce fleet fights to 19th century style warfare - Load muskets, fire, reload while getting shot....well you get the picture. ----
|

Haniblecter Teg
F.R.E.E. Explorer EVE Animal Control
|
Posted - 2007.04.30 15:55:00 -
[77]
Put this in the features and ideas forum so someone can see ti. ---------------------------------------- Friends Forever
|

Maeltstome
Minmatar Caldari Navy Raiders
|
Posted - 2007.04.30 15:57:00 -
[78]
Originally by: Mastin Dragonfly I think they upped the hitpoints for all ships for a reason. Drascticly increasing alpha strike would sorta counter that idea.
Yes, to make fleet battles last longer or so i think i read.
But baring in mind the DPS will remain the same, and also if 6 T2 1400 MM could alpha strike a stock BS with 6k shields armor and hull... then maybe it would become and issue. But i dont see that being the case. Even with 8 guns on the tier 3's.
This would also benefit dreads imo.
|

Maeltstome
Minmatar Caldari Navy Raiders
|
Posted - 2007.04.30 15:59:00 -
[79]
Originally by: Neuromandis Edited by: Neuromandis on 29/04/2007 21:38:19On the other hand, very high alfa is completely UNFAIR to smaller ships. A boosting assault frigate that can tank your dps should not be able to be single-volleyed thus, denying it the chance to use its repping skills by a lucky blow
I have sat perfectly still in a tristan while a t2 1400 pest shot me with all 6 guns, i got knocked into armor and survived. Your forgetting that the sig radius of the ship plays a massive role in damage reduction. And an MWD frigate moving in a straight line has and always will be an insta-pop.
I see very little changing in that respect.
|

Nian Banks
Minmatar Berserkers of Aesir
|
Posted - 2007.04.30 16:14:00 -
[80]
Originally by: n0thing
Originally by: smallgreenblur
Originally by: Nian Banks So now if they did introduce this so that you had a rof module and a damage module, should they keep the original rof+damage module? for those who want both bonuses weaker but in one mod.
I don't think we should have a rof mod, just a damage mod and a rof rig. With equal dps there would be no reason to fit a rof damage mod, and it would be difficult to sort out stacking penalties on people filling lows with damage mods and rof mods. But if both come in then I should think getting rid of the original would be best for the same reason.
sgb
Wouldnt that bring more damage overall, with 3 boosted dmg mods and 3 rof rigs?
Oh the only reason I asked if we have both a rof and a damage mod is because I thought that rof and damage modules and rigs all stack against each other, as in its pointless to have any more than 3 items rof or damage fitted, be it rig or module. I.e. 1 damage rig, 1 rof module, 1 damage module. and beyond that the stacking penalty becomes unbearable.
Oh and some people, say for example a Speedy MWD AC Battlecruiser pilot may only be able to fit one weapon module and would probably prefer the original for a modest rof & damage bonus, because usually the lows are full of speed modules and then in the rig slots, you would probably have a couple of mass rigs and a falloff rig, because you need more falloff with ac's.
|

DeadDuck
Infinite Improbability Inc Dusk and Dawn
|
Posted - 2007.04.30 16:19:00 -
[81]
Seems a nice idea.
|

Lisento Slaven
Amarr Vendetta Underground Rule of Three
|
Posted - 2007.04.30 16:26:00 -
[82]
Why not make seperate damage mods for each weapon type (arty mods and ac mods...pulse mods and beam mods...etc)
Would allow you to tweak each one without giving people crazy bonuses if the idea that a mod makes artillery too powerful.
More work...more tweaking...
Or - why do we have to increase the damage bonus proportional to the ROF loss if this were done? Why not just increase the damage bonus just a little bit instead of proportional? ---
Lisento Slaven wants to be a Space Whaler in EVE.
Put in space whales!
|

smallgreenblur
Minmatar Wreckless Abandon Triumvirate.
|
Posted - 2007.04.30 17:03:00 -
[83]
Originally by: Lisento Slaven Why not make seperate damage mods for each weapon type (arty mods and ac mods...pulse mods and beam mods...etc)
Would allow you to tweak each one without giving people crazy bonuses if the idea that a mod makes artillery too powerful.
More work...more tweaking...
Or - why do we have to increase the damage bonus proportional to the ROF loss if this were done? Why not just increase the damage bonus just a little bit instead of proportional?
That works, if you make it so a ship with say 2 rof rigs on and 3 'new' damage mods on does the same dps as a ship with 3-4 damage mods on now.
sgb
|

Ghostshadow
Templars of Space CORE.
|
Posted - 2007.04.30 17:41:00 -
[84]
Edited by: Ghostshadow on 30/04/2007 17:37:33 I can't belive people are complaining about minmatar. What about Caldari? With tech 2 rage torps they could get 1200-1500 damage per torp RELIABLY, every time before resists.
7200-9000 damage volley?
Also, to the guy that said he already 1 volleys alot of smaller NPC ships so the ROF is more usefull. Just don't fire every launcher at once. If it takes 6 launchers to 1 volley it, only fire 4 launchers with this change, then the next 2 launchers at a diffren't target.
EDIT: that being said. I'm all for this idea, i like big pretty numbers 
____________________________________________ A * B = C A = Skill Points B = GPA C = a Constant. Guess what happens to B as A increases.
|

Kruel
Beyond Divinity Inc Privateer Alliance
|
Posted - 2007.04.30 18:29:00 -
[85]
Starraker for dev. 
Simple but good idea.
|

Theo Ramone
|
Posted - 2007.04.30 18:33:00 -
[86]
What you need to do is roll a Warlock, then DoT the hell out of them then fear them so they run off. Use that time to mana boost.
Errr..
Damnit. Wrong forum.

|

n0thing
Northern Intelligence Artificial Intelligence.
|
Posted - 2007.04.30 20:16:00 -
[87]
Originally by: Ghostshadow Edited by: Ghostshadow on 30/04/2007 17:37:33 I can't belive people are complaining about minmatar. What about Caldari? With tech 2 rage torps they could get 1200-1500 damage per torp RELIABLY, every time before resists.
7200-9000 damage volley?
Also, to the guy that said he already 1 volleys alot of smaller NPC ships so the ROF is more usefull. Just don't fire every launcher at once. If it takes 6 launchers to 1 volley it, only fire 4 launchers with this change, then the next 2 launchers at a diffren't target.
EDIT: that being said. I'm all for this idea, i like big pretty numbers 
A rage torp need a wall in front of it to hit it for max damage last I seen them shooting something. ---
|

Goumindong
Amarr Merch Industrial We Are Nice Guys
|
Posted - 2007.04.30 21:22:00 -
[88]
Originally by: smallgreenblur
Originally by: Lisento Slaven Why not make seperate damage mods for each weapon type (arty mods and ac mods...pulse mods and beam mods...etc)
Would allow you to tweak each one without giving people crazy bonuses if the idea that a mod makes artillery too powerful.
More work...more tweaking...
Or - why do we have to increase the damage bonus proportional to the ROF loss if this were done? Why not just increase the damage bonus just a little bit instead of proportional?
That works, if you make it so a ship with say 2 rof rigs on and 3 'new' damage mods on does the same dps as a ship with 3-4 damage mods on now.
sgb
So you nerf amarrs and gallente damage because they cant fit 2 RoF rigs like Minmatar can[not as easily at least]? Buff short range guns since they can be more easily boosted with rigs, which further diminishes amarrs range advantage?
It would be terrible. ---------------------------------------- Thou Shalt "Pew Pew" |

smallgreenblur
Minmatar Wreckless Abandon Triumvirate.
|
Posted - 2007.04.30 21:55:00 -
[89]
Originally by: Goumindong
Originally by: smallgreenblur
Originally by: Lisento Slaven Why not make seperate damage mods for each weapon type (arty mods and ac mods...pulse mods and beam mods...etc)
Would allow you to tweak each one without giving people crazy bonuses if the idea that a mod makes artillery too powerful.
More work...more tweaking...
Or - why do we have to increase the damage bonus proportional to the ROF loss if this were done? Why not just increase the damage bonus just a little bit instead of proportional?
That works, if you make it so a ship with say 2 rof rigs on and 3 'new' damage mods on does the same dps as a ship with 3-4 damage mods on now.
sgb
So you nerf amarrs and gallente damage because they cant fit 2 RoF rigs like Minmatar can[not as easily at least]? Buff short range guns since they can be more easily boosted with rigs, which further diminishes amarrs range advantage?
It would be terrible.
mmm I don't see where you are coming from on any of those points mate. Sorry.
sgb
|

Goumindong
Amarr Merch Industrial We Are Nice Guys
|
Posted - 2007.05.01 00:29:00 -
[90]
Originally by: smallgreenblur
mmm I don't see where you are coming from on any of those points mate. Sorry. sgb
If you set 3x DMG mod +2x RoF rigs = current 3x dmg mod
Then Amarr and Gallente get nerfed, amarr hardest. In fact if you remove the RoF part of damage mods, no matter how you look at it you hurt amarr/gallente and boost minmatar.
2x falloff rigs = 10.25% more powergrid use on guns at the minimum.
Amarr and gallente are the two races which are able to field those increased powergrid costs less.
It would make lower damage weapons do more damage than higher damage weapons because you cant afford the powergrid on the higher damage weapons.
This is a boost to gallente and minmatar, who lose the least amount of range on dropping their weapons since they can get the higher damage at the least cost.
Which leaves amarr, in order to get back into par[for DPS] with the other two, taking the worst penalties. Both in terms of damage[since they have the worst drop in RAW dps between their teirs], in range[since they have the worst drop in range between their teirs], and in effectiveness since they need DPS and Range more than the other two races.[if you want, i can explain, but it has to do with not being able to compete with Minmatar or Gallente when tanking in the close range, such amarr depend on a damage buffer that is applied before opponents can close]
Minmatar would get the boost more or less free. Gallente would have to expend some tank, and Amarr would be shafted.
It may or may not boost caldari[since i dont know how much spare CPU they have after fitting launchers and how much they would have to compromise to do so].
If you give amarr and gallente stronger dmg mods so they dont need the RoF rigs then you will have minmatar complaining that their ships cost 30m more to get the same DPS as the others, and complaining that gallente and amarr can gain more from fitting RoF rigs if they do choose to take the pg hit. ---------------------------------------- Thou Shalt "Pew Pew" |

smallgreenblur
Minmatar Wreckless Abandon Triumvirate.
|
Posted - 2007.05.01 10:34:00 -
[91]
I'm still lost. Why do gallente get nerfed? And surely ammar are helped by a reduction in rof / increase in damage mod...
The bonus to minnies is in the alpha, and I think that is reasonable seeing as other races will get an equivilent boost.
sgb
|

Goumindong
Amarr Merch Industrial We Are Nice Guys
|
Posted - 2007.05.01 11:23:00 -
[92]
Originally by: smallgreenblur I'm still lost. Why do gallente get nerfed? And surely ammar are helped by a reduction in rof / increase in damage mod...
The bonus to minnies is in the alpha, and I think that is reasonable seeing as other races will get an equivilent boost.
sgb
I know this comes as a suprise to you, fitting ACs on ships. But Lasers and Blasters take a whole lot of powergrid.
So a minnie goes "oooh, 30% more alpha on my artillery, and btw, I also get 21.7% more DPS basically for free on my ACs!"
And the Amarr/gallente come in and go "Ah crap, i cant fit that!"
Gallente lose more than Minmatar when downfitting, and Amarr lose the most when downfitting.
The more you lose when downfitting the worse off you are with a single stack damage mod. ---------------------------------------- Thou Shalt "Pew Pew" |

evil penguin
Caldari Provisions
|
Posted - 2007.05.01 11:26:00 -
[93]
Sounds like a good idea to me. Turret ships with a few damage mods seem to eat my cap rather fast. Also its fun to see the big numbers on wrecking shots, they will get even bigger. Hehe.
|

Evert Elende
|
Posted - 2007.05.01 11:38:00 -
[94]
People seem to forget that the dmg mod today already is 10% dmg increase, so taking it to around 20% to counter the rof loss would not be a 20% dmg increase, but a 10% from what it is today.
That being said, i like this idea also, put my vote in there also.
|

Jouno
0utbreak
|
Posted - 2007.05.01 11:48:00 -
[95]
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.
first of all quake ammo is for artys, second do you know what chance you have to hit a wrecking hit with all guns.... Do you even know what chance you have to hit for a wrecking on anything smaller then a bs.... I rest my case
|

Djerin
Obsidian Exploration Services
|
Posted - 2007.05.01 11:54:00 -
[96]
Originally by: Jouno do you know what chance you have to hit a wrecking hit with all guns.... Do you even know what chance you have to hit for a wrecking on anything smaller then a bs.... I rest my case
I think he was saying you wouldn't need wreckings to score 3000 hitpoint hits anymore. But as i didn't ever fire a single projectile i don't know if this would be realistic.
|

Goumindong
Amarr Merch Industrial We Are Nice Guys
|
Posted - 2007.05.01 12:42:00 -
[97]
Originally by: Jouno
first of all quake ammo is for artys, second do you know what chance you have to hit a wrecking hit with all guns.... Do you even know what chance you have to hit for a wrecking on anything smaller then a bs.... I rest my case
Wrecking chance for ships smaller than battleships is the same as for other ships. As far as the data suggests, sig radius has nothing to do with wrecking chance, which is 1% of all shots taken[not shots that hit] unless hit chance < 1%.
Expected Damage for 1 volley after suggested changes for 1400 arty-pest is about 8142
Expected Damage for 1 volley after suggested changes for 1400 Maelstrom is about 8685
Assuming 100% hit chance. ---------------------------------------- Thou Shalt "Pew Pew" |

smallgreenblur
Minmatar Wreckless Abandon Triumvirate.
|
Posted - 2007.05.01 12:50:00 -
[98]
Ah ok I see what you mean - amarr and gallente currently use their rigs in order to fit their guns, if you have to fit rof rigs then they lose out on the largest size category of guns.
Surely this just means that large ACs need more powergrid usage? (Doesn't bother me, I have about 6k powergrid left when fitting a full rack of 800mmIIs...)
sgb
|

Goumindong
Amarr Merch Industrial We Are Nice Guys
|
Posted - 2007.05.01 13:01:00 -
[99]
Originally by: smallgreenblur Ah ok I see what you mean - amarr and gallente currently use their rigs in order to fit their guns, if you have to fit rof rigs then they lose out on the largest size category of guns.
Surely this just means that large ACs need more powergrid usage? (Doesn't bother me, I have about 6k powergrid left when fitting a full rack of 800mmIIs...)
sgb
Possibly, but i dont think its a great solution. A better solution would be to remove RoF mods of all types if such a change were made. ---------------------------------------- Thou Shalt "Pew Pew" |

smallgreenblur
Minmatar Wreckless Abandon Triumvirate.
|
Posted - 2007.05.01 13:03:00 -
[100]
Originally by: Goumindong
Originally by: smallgreenblur Ah ok I see what you mean - amarr and gallente currently use their rigs in order to fit their guns, if you have to fit rof rigs then they lose out on the largest size category of guns.
Surely this just means that large ACs need more powergrid usage? (Doesn't bother me, I have about 6k powergrid left when fitting a full rack of 800mmIIs...)
sgb
Possibly, but i dont think its a great solution. A better solution would be to remove RoF mods of all types if such a change were made.
Fair enough. Doing that would be a nice boost to amarr and a little one to minmatar, bringing them closer in line to gallente.
sgb
|

Starraker
|
Posted - 2007.05.01 15:18:00 -
[101]
Originally by: Goumindong
Possibly, but i dont think its a great solution. A better solution would be to remove RoF mods of all types if such a change were made.
Yeah, it kinda sucks for a RP point of view. But effectively RoF increase is a sucky type of DPS increase. I know CCP wouldn't like it to make the game less complicated, but in this case I think it would be better. Just remove all the RoF mods/rigs. It does makes all the weaponsystems more equal, but it also removes a bit of flavour from all the races.
Heh, if they do this I suspect a few months later someone will post something like this: "Wouldn't it be cool if we had mods to modify the RoF of weapons".
I still don't see the problem with RoF rigs if you make them stack with damage mods. Then everything stays as is DPS wise, but RoF rigs would be stupid to fit over damage rigs. Because of the same reasons I want to remove the DPS bonus from the damage mods.
|

Ecky X
DEATH IINDUSTRIES
|
Posted - 2007.05.01 20:33:00 -
[102]
Apparently some people were not really paying attention. Let me throw out some numbers.
10% ROF (.9x time) & 10% damage = 1.21x DPS 21% damage = 1.21x dps
And this means... what? It means you get the same DPS. There are no nerfs, unless you count using less ammo as a nerf.
Amarr get less cap usage over time by about 11%. Caldari get 10% more alpha strike, and use less ammo. Minmatar get 10% more alpha strike and use less ammo. Gallente get 10% more alpha strike, use 11% cap over time, and use less ammo.
It seems Gallente get the most out of this buff, but I doubt the difference is very large. Both Amarr and Minmatar get a slight boost to their weaknesses. Caldari get the same as Minmatar, but they don't really rely on alpha.
What are the issues with implementing this? Well, for one, you'd be crazy not to fit damage mods anymore. The same thing can be achieved by..... wait for it.... decreasing ROF and increasing damage mod on all guns. Or, just on lasers, artillery, and railguns (don't want to give blasters that nasty alpha bonus).
Also, some other general idiocies I've noticed: * Increased ROF doesn't mean you'll hit more often in falloff. You'll hit the same % over time. * Increased Alpha won't mean the end of EVE for small ships. Big ships still hit the same % of the time. * You're not going to one-volley anything larger than a cruiser with 1400mm II's. -----
|

Docain
Skull Knockers
|
Posted - 2007.05.01 21:27:00 -
[103]
Edited by: Docain on 01/05/2007 21:23:04 The balancing problem could easily be solved: just split the damage mods up and give them separate stacking penalties. For example, one T2 RoF mod would give +10.5% rate of fire and one T2 dmg mod would give +10% dmg. In the end 3x RoF mod and 3x damage mod would have the same effect on alpha strike and DPS as three of the current dmg mods. The consequences would be:
- slightly lower DPS, since most people won't use 6 low slots for three DPS+RoF mods
- more customisation possible
- damage and RoF rigs would be much more useful
|

Balian Bowmaker
|
Posted - 2007.05.01 22:01:00 -
[104]
This is actually the best idea I've seen on these forums in a while.
1) Minnie gets their signature alpha back. 2)Gallente/Amarr get lower cap use. 3) Caldari....well it doesnt really affect them at all besides a better alpha. Bah, missiles have always been boring tho! :P
|

Goumindong
Amarr Merch Industrial We Are Nice Guys
|
Posted - 2007.05.02 00:23:00 -
[105]
Originally by: Ecky X Apparently some people were not really paying attention. Let me throw out some numbers.
No, we were paying attention. You were not paying attention.
Changing this has other effects besides the simple "less cap use higher damage" and volley damage is really realy important, especialy for minmatar and gallente.
Higher volley damage really really does impact smaller ships. This is a huge boost to volley damage.
For instance a 1400 Maelstrom will do its 8600 volley damage to a cruiser/battlecruiser before any repair unit could run[not that it would matter].
This would give a Quake Maelstrom 1350 gun DPS in the first 12 seconds of a battle.
That is a huge booost. The higher the alpha damage the higher and longer the alpha DPS advantage exists.
---------------------------------------- Thou Shalt "Pew Pew" |

Ecky X
DEATH IINDUSTRIES
|
Posted - 2007.05.02 00:55:00 -
[106]
And after 12 seconds, that Maelstrom would be doing relatively poor dps. -----
|

Goumindong
Amarr Merch Industrial We Are Nice Guys
|
Posted - 2007.05.02 01:19:00 -
[107]
Originally by: Ecky X And after 12 seconds, that Maelstrom would be doing relatively poor dps.
And it wouldnt matter because any target short of a BS would be dead, 1602 DPS ~ 20000 damage in 12 seconds ;)
The timer essentialy starts again when retargeting.
---------------------------------------- Thou Shalt "Pew Pew" |

Angus McLean
Gallente Divinity Trials
|
Posted - 2007.05.02 01:33:00 -
[108]
Originally by: Goumindong
You are entirely false.
Amarr do not rely on their tank to live, they rely on their range. Amarr ships that tank are amarr ships that get killed.
You cannot out-tank a Minmatar or Gallente ship of the same class while doing anywhere near similar damage. As well, since it benefits both of them to get close, the longer the battle is extended, the worse lasers do[for being close and having bad tracking as well as getting into the gallente/minmatar wheelhouse]. The cap use, being worse than blasters even at ship skill five is just another drop in the "what are you doing tanking" bucket.
Amarr rely on building a damage buffer by dealing DPS before their enemy does. This means this damage buffer needs to be as large as possible. It also means that the damage buffer doesnt nessesarrily need to be front loaded, because you are working on reasonably long term damage and not front loaded damage. The boost would help with cap use, and the front loaded damage isnt bad[in fact its good], but it isnt as important as weapon systems that rely on that front loaded damage. Most notably, blasters and Artillery.
Blasters not as much as arties, but once they get in range they need to put the hurt on asap[or they arent going to get over that damage buffer that amarr has built up]. Front loading damage increases this effect. Its a HUGE boost to neutron gank setups which have amasing volley damage already[a neutron gank hyperion would nearly has as much volley damage with neutrons with the change as a maelstrom would with arties at the moment(6% more alpha on the arties before the change, 38% after), neutron gank megathrons are more likly to be seen, but the prodigious volley damage of the Hyp wouldnt be something impressive to behold(avg volley dmg[after hit quality calculations, which have been definitivly figured out now] would be about 6332)]
And blasters would get the same cap use benefit out of it that lasers would.
You misunderstood me, sorry about that. I meant Amarr are supposed to rely on their tanks. In current game mechanics they rely on a lot of things, and most of them tend to fail within the first 45 seconds of fighting.
With that said, with the proposed changes and upgrades to Amarr would hopefully take less turrets which = less cap which means capacitor would mainly only be used by tank.
---------------- I love how most people tend to quote themselves on the EvE Online forums. Its kind of ridiculous. -Angus McLean |

Angus McLean
Gallente Divinity Trials
|
Posted - 2007.05.02 01:41:00 -
[109]
As far as arty's go, I understand where your coming from Guoumindong, higher alpha would be killer. Especially since minmatar already got a slight boost in the last patch.
But surely they can think of a way to implement this whilst still keeping Alpha fairly reasonable. This in itself would solve quite a few cap issues currently with Amarr, and less turrets = more guns is always nice. (Less ammo ftw anyone?).
The issue I'm seeing with this project, is that the less turrets you need, the more high slots available. The more high slots available..the more nos gets used. And thus we recreate a pending issue the Dev's (and most of the player base) are trying to kill.
Until nos gets its rightful nerf, I dont want to see something like this implemented.
Example: Megathron with 7 guns. If the megathron can now do the same damage as it used to with 3.5 guns, whos to say it wont fit nos in the rest of the slots to keep its tank running? Then you have a great gank, and still a great tank.
And the final issue with this, is that it would free up far too much powergrid for oversized plates or modules. ---------- Im going to quote myself, because I really dont have any s**** phrases to put here. -Angus McLean |

Haniblecter Teg
F.R.E.E. Explorer EVE Animal Control
|
Posted - 2007.05.02 02:06:00 -
[110]
Originally by: Goumindong
Originally by: smallgreenblur
mmm I don't see where you are coming from on any of those points mate. Sorry. sgb
If you set 3x DMG mod +2x RoF rigs = current 3x dmg mod
Then Amarr and Gallente get nerfed, amarr hardest. In fact if you remove the RoF part of damage mods, no matter how you look at it you hurt amarr/gallente and boost minmatar.
2x falloff rigs = 10.25% more powergrid use on guns at the minimum.
Amarr and gallente are the two races which are able to field those increased powergrid costs less.
It would make lower damage weapons do more damage than higher damage weapons because you cant afford the powergrid on the higher damage weapons.
This is a boost to gallente and minmatar, who lose the least amount of range on dropping their weapons since they can get the higher damage at the least cost.
Which leaves amarr, in order to get back into par[for DPS] with the other two, taking the worst penalties. Both in terms of damage[since they have the worst drop in RAW dps between their teirs], in range[since they have the worst drop in range between their teirs], and in effectiveness since they need DPS and Range more than the other two races.[if you want, i can explain, but it has to do with not being able to compete with Minmatar or Gallente when tanking in the close range, such amarr depend on a damage buffer that is applied before opponents can close]
Minmatar would get the boost more or less free. Gallente would have to expend some tank, and Amarr would be shafted.
It may or may not boost caldari[since i dont know how much spare CPU they have after fitting launchers and how much they would have to compromise to do so].
If you give amarr and gallente stronger dmg mods so they dont need the RoF rigs then you will have minmatar complaining that their ships cost 30m more to get the same DPS as the others, and complaining that gallente and amarr can gain more from fitting RoF rigs if they do choose to take the pg hit.
Why would RoF rigs be mandatory? What are you saying? Is it that minmatar can use RoF rigs to bring their ships up to the what would be the pre-nerfed stats adn would take less of a PG hit cause of their less demanding guns?
How is that an argument? ---------------------------------------- Friends Forever
|

Haniblecter Teg
F.R.E.E. Explorer EVE Animal Control
|
Posted - 2007.05.02 02:14:00 -
[111]
Edited by: Haniblecter Teg on 02/05/2007 02:11:45 Quickfit allows you to create mods. I've removed the RoF bonus and doubled the damage mod, this is what the damage is for this:
The Mod: "Proto-Gyro" Damage mod: 1.200000043841858 RoF mod: 0
Turret damage mod is 20.629. Skills are: Large turret spec - 4 Minnie BS - 5
Tempest
1400mm Howitzer Artillery II [10xQuake L] 1400mm Howitzer Artillery II [10xQuake L] 1400mm Howitzer Artillery II [10xQuake L] 1400mm Howitzer Artillery II [10xQuake L] 1400mm Howitzer Artillery II [10xQuake L] 1400mm Howitzer Artillery II [10xQuake L] Launcher Slot Launcher Slot
Empty Slot Empty Slot Empty Slot Empty Slot Empty Slot
Proto-Gyrostabilizer II Proto-Gyrostabilizer II Proto-Gyrostabilizer II Reactor Control Unit II Empty Slot Empty Slot
Rigs : Empty Slot \ Empty Slot \ Empty Slot \
8344 shield, 10.43/s, E/T/K/Ex=0/19/39/59 7763 armor, E/T/K/Ex=69/35/25/10 6375.0 cap, +8.56/s, -0.0/s 151.0 m/s 634.5 DPS
For one gun: 1400mm Howitzer Artillery II [10xQuake L] Rate of fire : 10.925 sec Damage modifier : 20.6294 Scan resolution : 400.0 Tracking speed : 0.0081 Estimated best Range : 31800.0m. Chance to hit : 100.0% Shield One Shot Damage (EM+TH+KI+EX) : 0.0 + 0.0 + 412.6 + 742.7 = 1155.3 Damage / sec (EM+TH+KI+EX) : 0.0 + 0.0 + 37.8 + 68.0 = 105.8 Armor One Shot Damage (EM+TH+KI+EX) : 0.0 + 0.0 + 412.6 + 742.7 = 1155.3 Damage / sec (EM+TH+KI+EX) : 0.0 + 0.0 + 37.8 + 68.0 = 105.8 Structure One Shot Damage (EM+TH+KI+EX) : 0.0 + 0.0 + 412.6 + 742.7 = 1155.3 Damage / sec (EM+TH+KI+EX) : 0.0 + 0.0 + 37.8 + 68.0 = 105.8
doesnt look too bad to me. ---------------------------------------- Friends Forever
|

Goumindong
Amarr Merch Industrial We Are Nice Guys
|
Posted - 2007.05.02 03:23:00 -
[112]
Originally by: Angus McLean
You misunderstood me, sorry about that. I meant Amarr are supposed to rely on their tanks. In current game mechanics they rely on a lot of things, and most of them tend to fail within the first 45 seconds of fighting.
With that said, with the proposed changes and upgrades to Amarr would hopefully take less turrets which = less cap which means capacitor would mainly only be used by tank.
No. Amarr are not supposed to rely on their tanks. If they were supposed to rely on their tanks, Pulse Lasers would be a high damage, low range, high tracking weapon with low cap use instead of a high range, low damage, low tracking weapon, with high cap use. This is one of the major reasons the Harbinger doesnt completly suck[thuough i would classify it personally as the worst of the teir 2 bcs], and why the Geddon is actualy good, because their bonuses are alligned with the nature of lasers, which is to do damage before the opponent can close.
If what you are concerned about is cap use, you can simple add a "reduction in cap use" equal to the RoF bonus of the damage mod and be done with it[this would be 11.7% cap use reduction to offset the 10.5% RoF boosts increase]. Its not a stacking penalized bonus so Amarr and Gallente would actualy lose cap use by fitting more than 1 damage mod.
Reducing the number of guns is a minmatar thing, no need to do it for Amarr[not to mention it would require a complete rework of the entire laser line more exensive than the one i presented, and that was a pretty damn extensive change] ---------------------------------------- Thou Shalt "Pew Pew" |

Goumindong
Amarr Merch Industrial We Are Nice Guys
|
Posted - 2007.05.02 03:29:00 -
[113]
Originally by: Angus McLean As far as arty's go, I understand where your coming from Guoumindong, higher alpha would be killer. Especially since minmatar already got a slight boost in the last patch.
But surely they can think of a way to implement this whilst still keeping Alpha fairly reasonable. This in itself would solve quite a few cap issues currently with Amarr, and less turrets = more guns is always nice. (Less ammo ftw anyone?).
The issue I'm seeing with this project, is that the less turrets you need, the more high slots available. The more high slots available..the more nos gets used. And thus we recreate a pending issue the Dev's (and most of the player base) are trying to kill.
Until nos gets its rightful nerf, I dont want to see something like this implemented.
Example: Megathron with 7 guns. If the megathron can now do the same damage as it used to with 3.5 guns, whos to say it wont fit nos in the rest of the slots to keep its tank running? Then you have a great gank, and still a great tank.
And the final issue with this, is that it would free up far too much powergrid for oversized plates or modules.
Damage scales non-linearly, one of the reasons that nos has been more prevelent has been the tech 2 ammo nerf[previously it did even more damage]. The faster you can do damage, the faster your opponent takes damage/dies at a non-linear rate against most tanks. This is because repair units and shield regen, repair a set amount of hit points per second. Anything over that is real dps. So if you go from 18 dps to 36 DPS while your DPS has only doubled, against a small armor repair unit healing 17 hp/second, you have gone from 1 dps to 19 dps, an 1800% increase.
Once you break 2 x the max sustainable DPS of the tank, plates become a better option[as a general rule] than repair units.
I.E. Nos all you want, if a Megathron can increase its damage, its not going to fit NOS instead, its going to increase its damage, and so is a Geddon and a Tempest, etc ---------------------------------------- Thou Shalt "Pew Pew" |

Goumindong
Amarr Merch Industrial We Are Nice Guys
|
Posted - 2007.05.02 03:33:00 -
[114]
Originally by: Haniblecter Teg
Why would RoF rigs be mandatory? What are you saying? Is it that minmatar can use RoF rigs to bring their ships up to the what would be the pre-nerfed stats adn would take less of a PG hit cause of their less demanding guns?
How is that an argument?
If 3x DMG mods + 2x Rof rig = current damage of 3x dmg mods
Then, weapons with high powergrid and high downfitting suffer because RoF rigs increase powergrid usage.
Since blasters and lasers[lasers much more than blasters] have more downfitting penalties they are worse off than minmatar when fitting guns[if the minnies even have to downfit the weapons] since you just boosted their powergrid needs.
If you make blasters and lasers with 3 dmg mods = current 3 dmg mod, and ACs with 3 dmg mods+2 rof rigs = current 3 dmg mods then you have a problem that in order to get back to the last balance point, minnies need to spend 30m more isk to achieve that. ---------------------------------------- Thou Shalt "Pew Pew" |

Angus McLean
Gallente Divinity Trials
|
Posted - 2007.05.02 03:33:00 -
[115]
Originally by: Goumindong
Originally by: Angus McLean
You misunderstood me, sorry about that. I meant Amarr are supposed to rely on their tanks. In current game mechanics they rely on a lot of things, and most of them tend to fail within the first 45 seconds of fighting.
With that said, with the proposed changes and upgrades to Amarr would hopefully take less turrets which = less cap which means capacitor would mainly only be used by tank.
No. Amarr are not supposed to rely on their tanks. If they were supposed to rely on their tanks, Pulse Lasers would be a high damage, low range, high tracking weapon with low cap use instead of a high range, low damage, low tracking weapon, with high cap use. This is one of the major reasons the Harbinger doesnt completly suck[thuough i would classify it personally as the worst of the teir 2 bcs], and why the Geddon is actualy good, because their bonuses are alligned with the nature of lasers, which is to do damage before the opponent can close.
If what you are concerned about is cap use, you can simple add a "reduction in cap use" equal to the RoF bonus of the damage mod and be done with it[this would be 11.7% cap use reduction to offset the 10.5% RoF boosts increase]. Its not a stacking penalized bonus so Amarr and Gallente would actualy lose cap use by fitting more than 1 damage mod.
If you think current lasers are "Low damage" then your a bit mistaken. Lasers not 2 years ago were being fitted to Scorpions because of their damage. With 8 heatsinks you could do about anything you like.
Though the Heatsinnks were stacking nerfed, the damage is still quite high, and they got another boost in damage not too long ago. The only "Low damage" issues are the high EM and therm tanks on ships, but that has nothing to do with the weapons themselves.
And I believe your philosophy on Amarr is also a bit heretical. If you have read anything about our race you will realize we are 'supposed' to be tanking kings. Granted that isnt the case right now, but that is pretty much our races primary goal.
Long range weapons and high cap usage happen to come along for the ride, but neither of those our the primary goals of Amarrians. As a matter of fact I would say even Capacitor kings is our secondary goal. Thats why we have the highest base capacitor on many classes of ships, and thats why we have so many low slots. Tanking and cap.
It just so happens the some of our best ships are gunships, because of the HP boost tanking ships no longer have sufficient dps to kill a target, before the HP boost it was quite simply. Tank him until his cap runs out or his armor does. Now of course it takes twice as long, and your cap tends to die first.
Amarr are- 1st: a tanking race 2nd: a cap dependent/lifeline race 3rd: High damage (Nice optimal on lasers is a side bonus)
Read up on your RP history mate 
|

Goumindong
Amarr Merch Industrial We Are Nice Guys
|
Posted - 2007.05.02 03:37:00 -
[116]
Originally by: Haniblecter Teg Edited by: Haniblecter Teg on 02/05/2007 02:11:45 Quickfit allows you to create mods. I've removed the RoF bonus and doubled the damage mod, this is what the damage is for this:
Dont use quickfit, it gives bad values. ---------------------------------------- Thou Shalt "Pew Pew" |

Goumindong
Amarr Merch Industrial We Are Nice Guys
|
Posted - 2007.05.02 03:44:00 -
[117]
Originally by: Angus McLean lasers were awesome 2 years ago!
No, lasers have always been low damage
Similarly setup up blaster ships would always do more raw DPS than a similarly setup laser ship.
Why? Becuase lasers were low damage and blasters were high damage.
What lasers were, were high RANGE.
Anything could reach 2000+ DPS, lasers or no, what the issue was was that nothing could do it as far as lasers could.
Here is an example.
Suppose lasers do 10 dps and blaseters do 20 dps and ships have 20 hit points. It takes 10 seconds to close between the laser optimal and the blaster optimal.
The laser destroyes the blaster user in 2 seconds and the blaster user never gets to use their guns.
But that does not mean that lasers were high damage, only that the game balance was tilted towards high range and not high damage, and at a typical engagement start position where battles were tilted towards range because relative hit points were so low lasers had the best tracking and best damage
But again, that does not mean they were high damage, high tracking, low range weapons. It means they were high range, low damage weapons in a system that favored range and not damage.
The nature of lasers hasnt changed, nor has anything else, the advantage that range has over damage has been reduced. Amarr still wins battles by applying the same method, when they dont apply that method, they lose battles. ---------------------------------------- Thou Shalt "Pew Pew" |

Angus McLean
Gallente Divinity Trials
|
Posted - 2007.05.02 03:52:00 -
[118]
Edited by: Angus McLean on 02/05/2007 03:50:54
Originally by: Goumindong
Originally by: Angus McLean lasers were awesome 2 years ago!
No, lasers have always been low damage
Similarly setup up blaster ships would always do more raw DPS than a similarly setup laser ship.
Why? Becuase lasers were low damage and blasters were high damage.
What lasers were, were high RANGE.
Anything could reach 2000+ DPS, lasers or no, what the issue was was that nothing could do it as far as lasers could.
Here is an example.
Suppose lasers do 10 dps and blaseters do 20 dps and ships have 20 hit points. It takes 10 seconds to close between the laser optimal and the blaster optimal.
The laser destroyes the blaster user in 2 seconds and the blaster user never gets to use their guns.
But that does not mean that lasers were high damage, only that the game balance was tilted towards high range and not high damage, and at a typical engagement start position where battles were tilted towards range because relative hit points were so low lasers had the best tracking and best damage
But again, that does not mean they were high damage, high tracking, low range weapons. It means they were high range, low damage weapons in a system that favored range and not damage.
The nature of lasers hasnt changed, nor has anything else, the advantage that range has over damage has been reduced. Amarr still wins battles by applying the same method, when they dont apply that method, they lose battles.
Heavy Pulse Laser II Damage mod: 3.6
Heavy Ion Blaster II Dmage mod: 3.375
425mm Autocannon II Damage mod: 3.465
Heavy Neutron Blaster II Damage mod: 4.2
Blasters are the highest damaging, that was never in question. But also keep in mind that Pulses are the second most damaging, so dont put them off too quickly. Also note Heavy Pulse lasers do more than all the other blasters except Neutrons. Which are much much harder to fit on a Gallente gank ship than Heavy pulses are on an Amarr gank ship. (Higher base Powergrid.)
Even then it coincides with Amarr philosophy of Heavy tanks and Hard hitting lasers. Not the heaviest hitting weapons, but still has the heaviest tanks. (Or should have rather.)
|

Goumindong
Amarr Merch Industrial We Are Nice Guys
|
Posted - 2007.05.02 04:16:00 -
[119]
Originally by: Angus McLean
Blasters are the highest damaging, that was never in question. But also keep in mind that Pulses are the second most damaging, so dont put them off too quickly. Also note Heavy Pulse lasers do more than all the other blasters except Neutrons. Which are much much harder to fit on a Gallente gank ship than Heavy pulses are on an Amarr gank ship. (Higher base Powergrid.)
Even then it coincides with Amarr philosophy of Heavy tanks and Hard hitting lasers. Not the heaviest hitting weapons, but still has the heaviest tanks. (Or should have rather.)
In the absolute, repair bonuses are stronger than resistance bonuses.
It is just as hard to fit heavy pulses as it is to fit heavy neutrons, excepting the Brutix/prophecy comparison[but seriously...]
The Thorax has 820 PG, the Maller has 900. This means that at max skills the Maller has 100 more powergrid than a Thorax.
Heavy Pulse IIs require 231 powergrid Heavy Neutron IIs require 212 powergrid
Difference is 19 powergrid
With AWU 5, the difference in remaining powergrid after fitting a full rack of HP or HN on each respective ship gives the Maller 14.5 more powergrid than the Thorax. This is hardly a bonus.
On the battleship level, its even worse comparing the Apoc or Geddon to the Mega. Similarly on the frigate level.
There is only one area where the Amarr are better off in fitting the largest pulse over gallente fitting the largest neutron. And that is with the prophecy. And why does the prophecy suck? Because its got pitiful dps.
Amarr have never been heavy tankers, always relying on buffers to get them through after ganking at long range. And the ones that DO tank, use a high damage, high tracking, short range weapon... I.E. autocannons and blasters.
I notice you didnt put DPS up there, or put the damage modifier of the next step down for lasers, at 2.4 dmg mod. ---------------------------------------- Thou Shalt "Pew Pew" |

Areah Mar'khet
Triumvirate Inc
|
Posted - 2007.05.02 07:04:00 -
[120]
This would help my capacitor, I like this idea.
|

Cpt Branko
|
Posted - 2007.05.02 10:31:00 -
[121]
Edited by: Cpt Branko on 02/05/2007 10:28:43 It would make minmatar kill you, because: 2x damage mod (new) + 2x ROF rig (provided damage mod has a higher damage bonus to compensate for no ROF bonus) would mean the two following things: (a) more overall damage for ROF rig users as 2xrof+ 2xdamage mod(new) now (because damage modifier and rof modifier stack separately) give more DPS then 4xdamage mods *as they are now* (due to stacking). (b) I can mount the RoF rigs on my ACs (as I use mid/low tier which outpreforms the high tier), you can't because you can't cope with the PG penalities RoF rigs impose. (c) Amarr/Gallente have more cap to tank, but they need to tank more damage, because overall damage has increased (see a), while their isn't (can't afford the PG requirements), negating any advantage they get.
Is it so hard to understand why this is a *bad* idea? This is just a boost Minmatar thread. Do the math yourself, and don't ignore powergrid considerations.
|

smallgreenblur
Minmatar Wreckless Abandon Triumvirate.
|
Posted - 2007.05.02 10:35:00 -
[122]
Originally by: Cpt Branko Edited by: Cpt Branko on 02/05/2007 10:28:43 It would make minmatar kill you, because: 2x damage mod (new) + 2x ROF rig (provided damage mod has a higher damage bonus to compensate for no ROF bonus) would mean the two following things: (a) more overall damage for ROF rig users as 2xrof+ 2xdamage mod(new) now (because damage modifier and rof modifier stack separately) give more DPS then 4xdamage mods *as they are now* (due to stacking). (b) I can mount the RoF rigs on my ACs (as I use mid/low tier which outpreforms the high tier), you can't because you can't cope with the PG penalities RoF rigs impose. (c) Amarr/Gallente have more cap to tank, but they need to tank more damage, because overall damage has increased (see a), while their isn't (can't afford the PG requirements), negating any advantage they get.
Is it so hard to understand why this is a *bad* idea? This is just a boost Minmatar thread. Do the math yourself, and don't ignore powergrid considerations.
So remove the rof rigs and just have damage rigs in game that stack with damage mods. Also, it amuses me that you ignore higher tier autocannons, which have much nicer dps than small ones.
Minnes get the alpha boost (so does everybody else), gallente and ammar get more cap to tank, server gets less lag.
sgb likes it still
sgb
|

Kagura Nikon
Minmatar Guardians of the Dawn Interstellar Alcohol Conglomerate
|
Posted - 2007.05.02 10:55:00 -
[123]
This would put minmatar exactly back where they were prior to the HP boost. Its not a HUUUGE boost.
Currently Arties are near useles due to the alpha strike reduction
The issue with the weapon rigs is other... they are naturally crap to any race and weapon combination except Matar with low tier AC. They simply should have a different drawback...
If brute force doesn't solve your problem... you are not using enough |

Dristra
Amarr Shadows of the Dead Aftermath Alliance
|
Posted - 2007.05.02 10:55:00 -
[124]
Just damage is the best idea ever, i support it. It's great being Amarr isn't it.
|

Docain
Skull Knockers
|
Posted - 2007.05.02 12:07:00 -
[125]
Edited by: Docain on 02/05/2007 12:03:09
Originally by: Docain
The balancing problem could easily be solved: just split the damage mods up and give them separate stacking penalties. For example, one T2 RoF mod would give +10.5% rate of fire and one T2 dmg mod would give +10% dmg. In the end 3x RoF mod and 3x damage mod would have the same effect on alpha strike and DPS as three of the current dmg mods. The consequences would be:
- slightly lower DPS, since most people won't use 6 low slots for three DPS+RoF mods
- more customisation possible
- damage and RoF rigs would be much more useful
On the other hand this could devalue these mods in general, causing pilots to fit other modules like armor tank stuff. 
|
| |
|
| Pages: 1 2 3 4 5 :: [one page] |