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Liang Nuren
The Refugees
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Posted - 2007.08.29 16:40:00 -
[31]
The 5% damage bonus is very important IMHO. It only takes 3 missile volleys to take out an Ogre II... (even if they scoop). ROF would screw me on that front.
5% Kin -> 5% Damage, and leave it at that.
Liang
Yarr? |

Luna Nilaya
Ultrapolite Socialites GoonSwarm
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Posted - 2007.08.29 16:51:00 -
[32]
The specific damage type bonus makes no sense because it kills the whole point of being able to choose your damage type. Missile DPS sucks so I would appreciate if I could atleast choose my damage type.
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Riddick Valer
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Posted - 2007.08.29 17:01:00 -
[33]
I agree that it should be +5% to all missile types. Otherwise, there is usually no point to switch missile types, which defeats one of the major "strengths" of missile ships.
Please no +velocity on ships, though. Outside of dedicated long-range ships (and why use missiles then), its not a great bonus.
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Katashi Ishizuka
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Posted - 2007.08.29 17:11:00 -
[34]
Why don't Amarr get a bonus to EM damage instead of a straight damage bonus? WTF? Since when have I been able to change damage types on my laser crystals? o_O
Kinetic damage is probably THE BEST damage type to do in PVP for general purpose. How can you not like it :?
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Aramendel
Amarr Coreli Corporation Exuro Mortis
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Posted - 2007.08.29 21:38:00 -
[35]
Originally by: d026 so why do amarr get a dmg bonus instead of a em bonus then? one otehr thing.. do you consider the raven overpowered with its rof + velocity bonus?
Because they are limited by their ammo? If there would be pure EM lenses, pure therm, pure exp and pure kin ones an EM damage bonus would make perfectly sense for them.
Overpowered? No idea. It is most definately an anomaly though. There is a reason it is the most used NPCing ship - it has the same performance no matter which target it has.
Prepatch the raven was actually the only ship with that ability. Now the khanid ships are similar, but most of these are at least limited to shortrange missiles.
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Tsanse Kinske
WeMeanYouKnowHarm
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Posted - 2007.08.29 23:16:00 -
[36]
Originally by: Luna Nilaya The specific damage type bonus makes no sense because it kills the whole point of being able to choose your damage type. Missile DPS sucks so I would appreciate if I could atleast choose my damage type.
Minmatar & Gallente: "The specific damage type bonuses on ammo / drones make no sense because it kills the whole point of being able to choose your damage type."
In other words, don't expect a generic bonus except in tandem with weak non-racial damage types. * * * In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move.
-Douglas Adams, writing about EVE |

J Valkor
Blackguard Brigade
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Posted - 2007.08.29 23:27:00 -
[37]
How about not nerfing the Nighthawk? Yeah, that would be great.
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LVirus
Enterprise Estonia Cult of War
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Posted - 2007.08.29 23:31:00 -
[38]
hell yeah, kinetic damage has to go. Oh and btw im just finishing training amarr cruiser 5, finally some pvp options for missile users.
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Byzan Zwyth
Dark Centuri Inc. Firmus Ixion
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Posted - 2007.08.30 00:09:00 -
[39]
pretty damn obvious the new bonus the amarr ships get is for all damage types becuase it is only for a specific weapon - that's it's limiting factor. ---------------------- Rank: Tech 1 and a 1/2 cannon fodder
Pointless forum slowing bandwidth hogging signature pic inc? |

Fager
Thunderstruck.
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Posted - 2007.08.30 00:46:00 -
[40]
The reason Caldari pilots wants a 5% to all dmg types is so Caldari Missile boats can use the the ever so often pointed out bonus of:
Choosing damage!
As it is we cant, and one of the missile "bonuses" that is supposed to balance up lots of its drawbacks, just isnt doable on 90% of the missile ships on the caldari front.
The Raven is an exception, and its only becouse it only gets ROF bonus, not dmg bonus (ROF is dmg i know, my point is if it got double dmg bonus it would have been ROF and Kinetic).
Being able to choose dmg was a missile flavour, Caldari got their "caldari" dmg on their gunboat ships.
I mean even Minmatar can choose dmg with their missiles... Its a streanght of a missile ship, not Caldari. By defoult giving missile boats a specific dmg bonus kills this... and gives 25% dmg to one sort and kills another point.
However with the omni tanks of today, this has little meaning. Changing 5% kin to 5% damage would do close to 0 effect to caldari missile boats... Kinetic dmg is pretty often a preffered dmg typ in todays PvP.
All in all, getting a 5% damage instead of 5% kin would only help PvE, and somewhat PvP, would give Missile boats the choise of choosing dmg again, even thou it wont do them much good ;).
"I can predict the movement of stars, but not the madness of men"
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ForumPosterAlt
HERRO KITTY
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Posted - 2007.08.30 01:04:00 -
[41]
I think kenetic is the best damage type most of the time. For those who fit 2 hardeners in PVP, its probably going to be an explosion/EM + adaptive nano/invulnerable field. That leaves them with higher vulnerability to kinetic than explosion and EM.
If we got 25% damage to all missiles, I wouldn't argue, but i'd only pack thermal and kinetic.
Because posting on the forums is serious business. |

Gorion Wassenar
Caldari Tsurokigaarai APEX Conglomerate
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Posted - 2007.08.30 01:24:00 -
[42]
To add more fuel onto this debate.
Drones are primarily Thermal damage dealers because the stats of the gallente drones (hobgob, Hammerhead, Ogre) do thermal damage *and* have the highest damage multiplyer built into the drones themselves. The problem is that missiles dont have this kind of "tiered" damage built into them as well.
For example.
The Caldari Kinetic missiles should do the most. (+3-5% more damage then current) followed by the Minmitar ( +- 1~2%explo), then Amarr (-1~2% EM), then last with the Thermal damage Gallente (- 3~5%). That way for the ships with the single bonuses to weapons the fact is that they will do more kinetic damage with the "best" missiles, the Caldari ones. You can have a ROF bonus all you want on any ship *but* kinetic missiles will still be the king of most damage. ----- *results may vary*
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Wrayeth
Shiva Morsus Mihi
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Posted - 2007.08.30 02:45:00 -
[43]
Edited by: Wrayeth on 30/08/2007 02:46:11
Originally by: The Anointed T1 (From relevant ship class skill) Kestrel - 5% to Light/Rcoket Damage and a 5% ROF? Don't care - it's a frig. Condor - ROF Don't care - it's a frig. Heron - No Idea Don't care - it's a frig. Caracal - Sheild HP, ROF? Considering the Caracal's craptastic damage even with the bonus, I'd go rate of fire so as not to nerf it further. Drake - 5% bonus to Heavy/HAM damage (Then give it the ability to use HAMS!) Fine by me, though it would probably be more balanced if you switched it to rate of fire.
T2 Nighthawk (Command Ships Skill Bonus) - Missile Velocity Absolutely not, unless you want the drake to outdamage it. The simple--and best!--fix here is to switch the 5% kinetic damage bonus to a 5% heavy and heavy assault damage bonus. Flycatcher (Interdictors Skill Bonus) - No need to change, unless you change gal and min bonus as well.RoF or 5% damage Rook (Recon Ships Skill Bonus) - ROF Sounds good. Cerberus (Crusier Skill Bonus) - Precision Absolutely not, otherwise the caracal would be kicking out just as much damage. Same fix as the nighthawk - flat 5% heavy and HAM damage bonus. Crow (Frigate Skill Bonus) - 5% Standard Missile/Rocket Damage Bonus I rarely fly 'ceptors, but it sounds good to me. Hawk (Frigate Skill Bonus) - 5% Sheild HP Hell no. The kestrel already outdamages the hawk, so taking its damage bonus away entirely would be very much counterproductive. Same fix as the cerberus and nighthawk, TBH.
IMO, it would be best to create a logical progression of ship bonuses (note Caldari have no missile-based T1 destroyer, atm, so it skips a class):
Kestrel (RoF) --------> Caracal (RoF) --------------> Drake (RoF) ----------------> Raven (RoF) Hawk (RoF & damage) --> Cerberus (RoF and damage) --> Nighthawk (RoF and damage) -Wrayeth n00b Extraordinaire
"Look, pa! I just contributed absolutely nothing to this thread!" |

Gorefacer
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Posted - 2007.08.30 04:27:00 -
[44]
That's one thing that I like about the Raven. ROF instead of annoying single dmg type bonus.
Changing that bonus on other ships would be great.
"You can't reason someone out of a belief they haven't reasoned themselves into" - Prometheus |

Damned Force
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Posted - 2007.08.30 07:05:00 -
[45]
Condor - +5% rof Heron - +5% rof Kestrel - +5% rof, +10% missile velocity Buzzard - +5% damage Crow - +5% rof, +5% shield res(or +5% shield hp) Hawk - +5% rof Caracal - +5% rof Cerberus - +5% damage Drake - +5% rof NH - +10% missile velocity
and the +25% rof is not +33 damage, because if u fire faster u need reload more, and this takes the same time!
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Liang Nuren
The Refugees
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Posted - 2007.08.30 07:08:00 -
[46]
Originally by: Damned Force Condor - +5% rof Heron - +5% rof Kestrel - +5% rof, +10% missile velocity Buzzard - +5% damage Crow - +5% rof, +5% shield res(or +5% shield hp) Hawk - +5% rof Caracal - +5% rof Cerberus - +5% damage Drake - +5% rof NH - +10% missile velocity
and the +25% rof is not +33 damage, because if u fire faster u need reload more, and this takes the same time!
33% while it lasts, and that's whats important, really. Most fights are fairly short in my experience.
Liang
Yarr? |

Damned Force
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Posted - 2007.08.30 08:09:00 -
[47]
Originally by: Liang Nuren
Originally by: Damned Force Condor - +5% rof Heron - +5% rof Kestrel - +5% rof, +10% missile velocity Buzzard - +5% damage Crow - +5% rof, +5% shield res(or +5% shield hp) Hawk - +5% rof Caracal - +5% rof Cerberus - +5% damage Drake - +5% rof NH - +10% missile velocity
and the +25% rof is not +33 damage, because if u fire faster u need reload more, and this takes the same time!
33% while it lasts, and that's whats important, really. Most fights are fairly short in my experience.
Liang
And missiles even with the rof damage are under the turrets damage
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Close Quarters
Minmatar obnixe
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Posted - 2007.08.30 08:18:00 -
[48]
Originally by: The Anointed I think some people are missing the idea, the idea isnt that I want a 5% bonus to all damage types, the idea is that I think this bonus is redundant, and would prefer to see it changed to something entirely different like; Missile Velocity, Precision, Sheild HP etc.
No. Yes, It is True. |

sAyArrrr
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Posted - 2007.08.30 10:45:00 -
[49]
it absolutely does not need to go.
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Kamikaaazi
Caldari Caldari Provisions
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Posted - 2007.08.30 10:52:00 -
[50]
hell yeah it needs to go. Why the hell khanid ships get damage bonus to all missiles? You say because they are only close range? Sure, make caldari all damage bonus affect only long range, hell i care, its not like you can use HAM missiles on any caldari ship anyway.
Oh and plz fix missile skills, bring them inline with turret skills. (rank5 2% damage vs rank4 3% damage. Rank2 rof 2% vs rank2 rof 3%.) Also make missile skills affect all missiles. How would turret users feel if optimal bonus only affects long range turrets and tracking bonus only close range turrets? yarr |

Riddick Valer
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Posted - 2007.08.30 13:29:00 -
[51]
Condor - +5% rof Heron - +5% rof Kestrel - +5% rof, +10% missile velocity Buzzard - +5% damage Crow - +5% rof, +5% Precision or Explosion velocity, or +10% Velocity Hawk - +5% rof Caracal - +5% rof Cerberus - +5% damage Drake - +5% rof or +5% Damage to all NH - +5% rof and Precision
Please match the bonus to the ship's role.
+rof for damage dealing +5% damage for dps +Precision for attacking smaller ships +Velocity for snipers or ships that are suited for rockets/hams/torps
So, most ships would be fine with +5% damage (all types) or +5% rof.
However, Kestrel and Raven are great for a +velocity. Rockets and torps are suited for these ships, and it can be a decent addition. However, in general, I dislike velocity boosts over all other types.
Crow would be great with +velocty and explosion, or even a precision boost. Would make missiles useful against other small fast ships.
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Dominique Vasilkovsky
Techmart Industries
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Posted - 2007.08.30 13:39:00 -
[52]
I like the bonuses as they are, gives a bit of flavour to caldari ship no to mention I only need to bring kinetic rockets in the cargohold regardless of mission.
Signature approved by Eldo |

NeoTheo
Caldari Dark Materials
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Posted - 2007.08.30 13:49:00 -
[53]
tbh be honest, as a exculsive caldari pilot (yes i am one of them gimps), if you remove the DPS bonus your gonnna nerf the already poor missile damage in pvp imo...
id personally like to se ethe damage apply to all missile types, (or torps), that would truely make the caldari the missile race.
i am sick of hearing you can pick your damage type, as a bonus with caldari when my kins hit harder than anything else anyhow.
/Theo. http://atomicrain.net/eve_sig.jpg
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Akita T
Caldari Navy Volunteer Task Force
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Posted - 2007.08.30 14:51:00 -
[54]
Originally by: Liang Nuren The 5% damage bonus is very important IMHO. It only takes 3 missile volleys to take out an Ogre II... (even if they scoop). ROF would screw me on that front.
Let's say (purely hypothetical) that your base RoF is 8 seconds with a base missile damage of 200. Base volley damage is 1400 every 8 seconds, for 175 DPS. A 25% kin bonus means you deal 250 kin damage per missile (still 200 with the rest) at the same 8 seconds. The volley damage would be 1750 every 8 seconds, for 218.75 kin DPS (same 175 "all other" DPS). A -25% RoF bonus means your volley time is just 6 seconds with every ammo type. So, you still do deal only 1400 volley damage, but every 6 seconds, for 233.33 DPS.
Let's pick the worst case scenario... namely, in case an OgreII would need ALMOST EXACTLY 5250 kin damage to go down (well, anyway, more than 4200), so 3 volleys from a kin-damage-boosted Drake (and the kin damage is the "best overall" damage to kill it) but 4 volleys form a RoF Drake.
With a kin damage bonus it will take a bit over 16 seconds (shoot, 8 sec wait, shoot, 8 sec wait, shoot, boom) to bring them down. With a RoF bonus, you'd need 4 volleys in this case (actually, 3.75 volleys at most to be precise), and the total time to bring one down is a bit over 18 seconds (shoot, wait 6, shoot, wait 6, shoot, wait 6, shoot, boom).
So, meh, I really don't consider a worst case scenario of 2 extra seconds over 16 needed to be a "make or break" issue in a "kill drones" scenario... especially since armor/hull damage will persist between scoops anyway. Besides, the DPS increase in all the other cases (combined with the ability to ACTUALLY pick damage type, as opposed to being locked into kinetic), now that is a very good thing.
_
Complaint vs whine | Char creation guide | Stacknerfs explained |

Max Hardcase
Art of War Cult of War
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Posted - 2007.08.30 14:54:00 -
[55]
Edited by: Max Hardcase on 30/08/2007 14:54:41 5% kinetic missile dmg/lvl and 2.5%/lvl to the others. Thats your focus on the racial dmg type and a little bit of love to the other dmg types for some versatility.
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Liang Nuren
The Refugees
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Posted - 2007.08.30 16:14:00 -
[56]
Edited by: Liang Nuren on 30/08/2007 16:22:40 Edited by: Liang Nuren on 30/08/2007 16:21:12
Originally by: Akita T
Originally by: Liang Nuren The 5% damage bonus is very important IMHO. It only takes 3 missile volleys to take out an Ogre II... (even if they scoop). ROF would screw me on that front.
Let's say (purely hypothetical) that your base RoF is 8 seconds with a base missile damage of 200. Base volley damage is 1400 every 8 seconds, for 175 DPS. A 25% kin bonus means you deal 250 kin damage per missile (still 200 with the rest) at the same 8 seconds. The volley damage would be 1750 every 8 seconds, for 218.75 kin DPS (same 175 "all other" DPS). A -25% RoF bonus means your volley time is just 6 seconds with every ammo type. So, you still do deal only 1400 volley damage, but every 6 seconds, for 233.33 DPS.
Let's pick the worst case scenario... namely, in case an OgreII would need ALMOST EXACTLY 5250 kin damage to go down (well, anyway, more than 4200), so 3 volleys from a kin-damage-boosted Drake (and the kin damage is the "best overall" damage to kill it) but 4 volleys form a RoF Drake.
With a kin damage bonus it will take a bit over 16 seconds (shoot, 8 sec wait, shoot, 8 sec wait, shoot, boom) to bring them down. With a RoF bonus, you'd need 4 volleys in this case (actually, 3.75 volleys at most to be precise), and the total time to bring one down is a bit over 18 seconds (shoot, wait 6, shoot, wait 6, shoot, wait 6, shoot, boom).
So, meh, I really don't consider a worst case scenario of 2 extra seconds over 16 needed to be a "make or break" issue in a "kill drones" scenario... especially since armor/hull damage will persist between scoops anyway. Besides, the DPS increase in all the other cases (combined with the ability to ACTUALLY pick damage type, as opposed to being locked into kinetic), now that is a very good thing.
You neglected that they will scoop/redeploy the drone with full shields. The kinetic bonus is useful for providing the extra "oomph" through the shields.
Edit: It will take 11 volleys to down an Ogre II -> 66 seconds.  Edit2: It will take a Kin bonused Drake 4 volleys to down an Ogre II -> 32 seconds.
Liang
Yarr? |

KD.Fluffy
The Refugees
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Posted - 2007.08.30 16:17:00 -
[57]
Originally by: Jaketh Ivanes
Can I have a RoF bonus to turret weapons on the geddon and damage bonus on turrets on the Abaddon? Instead of the RoF/Dam on Energy Weapons only? Its good for killing Sansha/Bloods, but sods for anything else. And fitting AC's will mean I lose a bonus, which is totally unfair.
can I have a caldari missle ship that can achieve the same dps as you using its bonused missles? the dps is so low it needs to pick damage types. 
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Laboratus
Gallente BGG League of Abnormal Gentlemen
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Posted - 2007.08.30 17:17:00 -
[58]
Missile ships that have kin dam bonus instead of rof bonus do so to reduce lag. Missiles and their explosions need quite a bit from the client and as such it is nice that we don't get any more lagged out by it as we could be...
IMHO the damage type specific damage bonuses should be increased to 7.5%/lvl. It's some extra edge without redicilous missile spam on the screen... ___ P.S. Post with your main. Mind control and tin hats |

Ethyn
Caldari Wings of Redemption Black Flag Alliance
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Posted - 2007.08.30 17:19:00 -
[59]
I'm all about the cerb and flycatcher getting universal damage bonuses as opposed to just kinetic.
GO Fast or Die! |

Akita T
Caldari Navy Volunteer Task Force
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Posted - 2007.08.30 18:30:00 -
[60]
Originally by: Liang Nuren You neglected that they will scoop/redeploy the drone with full shields. The kinetic bonus is useful for providing the extra "oomph" through the shields. It will take 11 volleys to down an Ogre II -> 66 seconds.  It will take a Kin bonused Drake 4 volleys to down an Ogre II -> 32 seconds.
An Ogre II has 269 shield, 576 armor and 1421 hull. With max-skills from a drone-bonus ship, that becomes 504.375 shield, 1080 armor and 2664.375 hull.
Hull - 2665 any damage Armor - 2700 EM, 1200 EX, 1440 KI, 1964 TH Shield - 505 EM, 1261 EX, 841 KI, 631 TH
total no scooping - 5870 EM, 5126 EX, 4946 KI, 5260 TH with one scooping - 6375 EM, 6387 EX, 5787 KI, 5891 TH with 2 x scooping - 6880 EM, 7648 EX, 6628 KI, 6522 TH
At max skills on a 2-BCU Drake non-kin CN missiles deal 282.7 damage per shot. In the current implementation, CNScourge deals 353.4 damage. Missiles needed to kill off one Ogre II is therefore...
no scoop : 21 EM (3 volleys), 19 EX (3 volleys), 14 KI (2 volleys), 19 TH (3 volleys) 1x scoop : 23 EM (4 volleys), 23 EX (4 volleys), 17 KI (3 volleys), 21 TH (3 volleys) 2x scoop : 25 EM (4 volleys), 28 EX (4 volleys), 19 KI (3 volleys), 24 TH (4 volleys)
After that, it starts to get worse for the kinetics and better for EM and thermal. And this all is WITH a kinetic damage bonus. The ONLY cases where you're better off with a kinetic damage bonus instead of a RoF bonus is in the case of the enemy NOT managing to scoop up at all, or if he makes 2 scoops.
_
Complaint vs whine | Char creation guide | Stacknerfs explained |
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