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Condor Turbo
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Posted - 2007.08.21 06:26:00 -
[1]
Is there a way to reduce damage to the T2 laser-crystals? Pherhaps a skill to train or a rig to fit or something. I have a feeling that my t2-laser-blasting-days soon will be over if i cant get the crystalls to last longer.
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Goumindong
Amarr Merch Industrial We Are Nice Guys
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Posted - 2007.08.21 06:41:00 -
[2]
Originally by: Condor Turbo Is there a way to reduce damage to the T2 laser-crystals? Pherhaps a skill to train or a rig to fit or something. I have a feeling that my t2-laser-blasting-days soon will be over if i cant get the crystalls to last longer.
No, there isnt.
I find that ships typically explode long before you run out of ammo.
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Draem
New Age Solutions
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Posted - 2007.08.21 07:12:00 -
[3]
If there was a way then everyone else would complain they don't have a way to reduce ammo use.
Before you start thinking outside the box, try thinking inside of it. |

Stoffl
Free Mercenaries Union FATAL Alliance
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Posted - 2007.08.21 10:02:00 -
[4]
I can guess the reason for this "whine". Us Amarr folks are used to the (absolute not relative) high price of Laser Crystals, at least it last's forever and just drains insane ammounts of Cap.
But in the Tech2 Department it's a bit shafted..let's have a quick look at the price(plz note, prices from eve-central market browser, can't get ingame atm):
Amarr / Lasers ############################################ Gleam L: 500k= 500 isk/pop Aurora L: 1mill= 1000 isk/pop Conflagration L: 700k= 700 isk/pop Scorch L:1,4mill= 1400 isk/pop ############################################
Hybrids / Gallente + Caldari ############################################ Javelin L:~400 isk/pop Spike L:~1300 isk/pop, get's as low as 1k isk/pop Null L:~350 isk/pop Void L:550 isk/pop ############################################
Projectiles / Minmatar ############################################ Quake L:200 isk/pop Tremor L:~1000 isk/pop Barrage L:? Hail L:~350 isk/pop
So those T2 Crystals are at least as expensive per pop as T2 Hybrids, just have subpar Dps and/or Range. And you can only guess how much multiples of thousand shots you have left = amount of crystals left.
T2 Projectiles are cheaper ofc, the generally higher ROF & lower DMG-Modifier of Projectiles explain it to me.
Summary: *whine* Those T2 Crystals hurt ma wallet 
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Gawain Hill
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Posted - 2007.08.21 11:51:00 -
[5]
Originally by: Condor Turbo Is there a way to reduce damage to the T2 laser-crystals? Pherhaps a skill to train or a rig to fit or something. I have a feeling that my t2-laser-blasting-days soon will be over if i cant get the crystalls to last longer.
use faction crystals amarr navy mf wee all over conflag from a great height
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N1fty
Amarr Galactic Shipyards Inc HUZZAH FEDERATION
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Posted - 2007.08.21 12:24:00 -
[6]
Originally by: Gawain Hill
Originally by: Condor Turbo Is there a way to reduce damage to the T2 laser-crystals? Pherhaps a skill to train or a rig to fit or something. I have a feeling that my t2-laser-blasting-days soon will be over if i cant get the crystalls to last longer.
use faction crystals amarr navy mf wee all over conflag from a great height
What he said ^^ ============================================
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Pharos Dei
Cruoris Seraphim
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Posted - 2007.08.21 14:58:00 -
[7]
t2/faction crystals have pros and cons, however my biggest problem still remains that without any apparent reason some crystals deplete way faster than others,
typical situation after pvping/ratting for a while:
1st 35% 2nd 32% 3rd 38% 4th 36% 5th 55% 6th 21% 7th 68%
and thats with all guns firing simultaneously pretty much all of the time, but for some reason some deplete ridiculously faster than others, and since you cant stack em like normal ammunition, that leaves you with quite a problem Your signature exceeds the maximum allowed filesize of 24000 bytes -Hango ([email protected]) |

Sofring Eternus
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Posted - 2007.08.21 15:21:00 -
[8]
I've always thought that instead of letting the randomizer monster chew away at the T2 crystals it should just be a set 1k charges per crystal so that the cost of shooting them matches up with other T2 ammo, and the T2 crystals should have a 50-60% cap reduction bonus to bring them in line with the Cap/Dmg ratio of the other guns.
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DeadDuck
Amarr IONSTAR Curatores Veritatis Alliance
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Posted - 2007.08.21 16:50:00 -
[9]
During the last fights around Branch against MC/Fatal/M-Pire and friends I managed to burn a entire set of Scorch crystals. In the midle of a fleet fight I saw a Heavy Pulse from my Absolution go down and had to replace it for a microwave crystal.
A few engagments later I didnt have any of the remaing scorch set. Had to beg in gang for 6 new crystals cause at that time we were lacking in everything already.
It was the 1st time that I actually run out of ammo in a fight, usually my ships tend to suffer "accidents" way before the the crystal burns 
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KillmAll187
FATAL REVELATIONS FATAL Alliance
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Posted - 2007.08.21 16:54:00 -
[10]
Originally by: Pharos Dei t2/faction crystals have pros and cons, however my biggest problem still remains that without any apparent reason some crystals deplete way faster than others,
typical situation after pvping/ratting for a while:
1st 35% 2nd 32% 3rd 38% 4th 36% 5th 55% 6th 21% 7th 68%
and thats with all guns firing simultaneously pretty much all of the time, but for some reason some deplete ridiculously faster than others, and since you cant stack em like normal ammunition, that leaves you with quite a problem
Here is why that is. It is only a guess, but do you always start with the No 1 turret slot? If you switch every target going F1-F7, then F7-F1 you will notice a more even crystal wear.
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Linavin
Mercurialis Inc. Interstellar Alcohol Conglomerate
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Posted - 2007.08.21 17:02:00 -
[11]
Originally by: KillmAll187 Here is why that is. It is only a guess, but do you always start with the No 1 turret slot? If you switch every target going F1-F7, then F7-F1 you will notice a more even crystal wear.
Its also because of the randomization. By 1000 shots you should have 3-4 burned out crystals 1-2 almost burned out and 1-2 that are still useable for a while.
If crystals all deteriorated at the same rate though, then they way you activate guns would create a significant difference. But for now its the randomizations fault. ---
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KillmAll187
FATAL REVELATIONS FATAL Alliance
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Posted - 2007.08.21 17:31:00 -
[12]
Originally by: Linavin Edited by: Linavin on 21/08/2007 17:09:37
Originally by: KillmAll187 Here is why that is. It is only a guess, but do you always start with the No 1 turret slot? If you switch every target going F1-F7, then F7-F1 you will notice a more even crystal wear.
Its also because of the randomization. By 1000 shots you should have 3-4 burned out crystals 1-2 almost burned out and 1-2 that are still useable for a while.
If crystals all deteriorated at the same rate though, then they way you activate guns would create a significant difference. But for now its the randomizations fault.
As for the cost of ammo the main problem is that, for other guns and missiles, you'll usually carry only 2000-3500 rounds of tech II ammo at a time in your cargo. Amarr ships need to carry around an equivalent of 4000 to even 7000 rounds of ammo, thats where the expense of crytals comes from. What about making crystals 500 or 750 shots instead of 1000. So instead of buying the equivalent of 7000 rounds of regulard ammo your buying significantly less, decreasing the build cost as well of course. Granted this is much better for people who loose ships alot and worse for people who tend to stay alive. But in theory the price should go down accordingly.
Probably the same randomization that affects my lack of T2 BPO's and why it takes 60 cycles for me to salvage a NPC battleship wreck, but I can get a Recon Cruiser salvaged in one cycle.
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