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Grimpak
Gallente Trinity Nova KIA Alliance
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Posted - 2007.09.14 18:19:00 -
[1]
Edited by: Grimpak on 14/09/2007 18:20:20 So yeah. Here we are, before the LP stores came and everybody used mostly T2 short range ammo for the extra damage.
these ammos were pretty much pwn with the ****load of damage they made, altho the drawbacks were severe.
Then LP stores came and with that the generalization of faction ammo.
many people saw the fed navy AM and said "SOD OFF VOID!" or the minmatar freedom fighters saw the republic navy EMP and decided that their spaceship-mounted uzis were better off without them hails.
So here we are today, in a EVE where there is no space to T2 short range ammos simply because the faction ammo is pretty much available from everywhere at relatively cheap prices, and you can get near-T2 dmg without the penalties to worry about.
So what to do with the T2 short range ammos? They need a boost.
oh yes they do.
how?
How about we add some spice to it in form of small ammounts of a 3rd dmg type to lasers and hybrids and for proj we do an omni-ammo? Rage/fury missiles? heck they are supposed to be friggin' explosions so a straight dmg boost would be nice.
"BUT I WON'T FIAR MA LAZ0R WITH EXPLOSIVE TYPES ZOMG!"
**** man, it won't be like that. Hear me out:
So we have the lasers, wich are pretty much hi-powered pretty focussed lights that cause zomg heat and EM dmg (more EM than therm tho... whatever..).
So what to do?
add a 3rd dmg type (kinetic) to the conflag/gleam crystals in small amounts, for example.
2kin 4kin and 8kin to S, M and L crystals respectively.
See? it's not THAT bad, but it will give a nice advantage to the guys that chose the OMFG****INSHORTRANGEAMMOZING! to their laz0rs to fire them (I can hear many people going "IMMA FIRE MA LAZ0RS!" in the horizon).
What about hybrids? **** man hybrids. I love blasters btw. tbh the blaster ships are sexy and nasty machines of in your face pwnage tbh.
What to do with Void and Javelin ammos?
Dude! EM damage! Same amounts that kinetic had on the conflag/gleam, wich means, yes, 2 EM/4 EM/6 EM to S, M and L respectively, again.
"AND THE BLASTER PILOT CROUD GOES WIIIIIIIIIIIIIIIILD!" ...not... well maybe?
but the minmatars are screaming now that they are the underdogs and they don't deserve a boost to hail and quake.
wrong. just because you guys are like that, I say they get a boost.
and I say they get omni.
holy ****, omni!
wtf is that?
simple
1EM+1ther / 2EM+2therm / 4EM+4therm to S, M and L respectively.
good eh?
you guys happy? no? well you should.
but what about them missiles?
them missiles are only 1 dmg type. you're not adding a 2nd dmg type to them, aren't ya?
nah.
tbh rage and fury missiles should get a straight 25% dmg boost.
**** they are supposed to blow stuff out of the sky. In a very hard fashion. they are supposed to have this "**** YOU DIE!" thing stamped on the front of the warhead! They aren't called "Fury" and "Rage", so that when you shoot the guy you only get this "plop" thing on their shields/armor/structure, right?
Anyways, this is just an idea.
want to flame me? blame the voices.
they made me do it. ---
truth about EVE: Quote: "Guns are fine, boost players"
Quote: "Players are fine, boost guns"
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Gabriel Karade
Nulli-Secundus
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Posted - 2007.09.14 18:25:00 -
[2]
Void still works:
Higher optimal range than AM Higher Thermal damage component
Plus slightly higher base damage. It's more situation specific, but those are definite advantages you can work with. ----------
Video - 'War-Machine' |
Anaalys Fluuterby
Caldari
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Posted - 2007.09.14 18:27:00 -
[3]
Barrage is still hideously priced and fairly rare also. Mainly because of that nice bump in range you get with it.
Originally by: CCP Chronotis
Since this thread continues to fight against the people who derail it into the macro miners witchhunt. I will move it to features and ideas discussion where ...
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Grimpak
Gallente Trinity Nova KIA Alliance
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Posted - 2007.09.14 18:28:00 -
[4]
Originally by: Gabriel Karade Void still works:
Higher optimal range than AM Higher Thermal damage component
Plus slightly higher base damage. It's more situation specific, but those are definite advantages you can work with.
too much situational, while I prefer to pump navy AM and null in the cargo hold, instead sacrificing tracking and a hefty load of cap for (very) marginal benefits. ---
truth about EVE: Quote: "Guns are fine, boost players"
Quote: "Players are fine, boost guns"
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Grimpak
Gallente Trinity Nova KIA Alliance
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Posted - 2007.09.14 18:29:00 -
[5]
Originally by: Anaalys Fluuterby Barrage is still hideously priced and fairly rare also. Mainly because of that nice bump in range you get with it.
I'm talking about T2 short range ammos, meaning hail and quake.
barrage and tremor are long range T2 ammos. ---
truth about EVE: Quote: "Guns are fine, boost players"
Quote: "Players are fine, boost guns"
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Butter Dog
The Littlest Hobos Betrayal Under Mayhem
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Posted - 2007.09.14 19:04:00 -
[6]
I'd never pre-emtively load void. Ever. Faction antimatter is so much better and almost the same damage (inevitably higher when you factor in the better tracking).
All the short range ammo's are utterly useless. I cannot think of a single reason to use any of them over and above the faction alternatives.
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Laboratus
Gallente BGG League of Abnormal Gentlemen
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Posted - 2007.09.14 19:05:00 -
[7]
TBH Cut the penalties in half, and improve the advantage they give, ie more damage. ___ P.S. Post with your main. Mind control and tin hats |
Lisento Slaven
Amarr Vendetta Underground Rule of Three
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Posted - 2007.09.14 19:08:00 -
[8]
I don't carry short range T2 missiles anymore. I still carry conflag but I have been thinking about switching over to Navy (I just haven't used t2 lasers since the patch that's all).
Navy ammo rules the short range and mid-range fields. Navy ammo rules short range all together. ---
Put in space whales!
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Bellum Eternus
Gallente Blood Corsair's The Red Skull
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Posted - 2007.09.14 19:20:00 -
[9]
I *never* use Void anymore. Ever. And don't use Null either. Ever.
The tracking penalties are horrible, and the cap use on Void is just insane.
How to fix Void: keep cap use/range the same, up damage by another 10-15% and remove the tracking penalties. Huge cap use, but you get the extra DPS.
Null: just remove the tracking penalty ffs.
Laser ammo: similar to Void: remove the tracking penalties, up the damage slightly (short range ammo) and keep the range/cap use where it is.
Projectile ammo: well, there isn't any cap use for proj ammo, so I dunno. Tough one.
Missiles are *fine*. Maybe remove the speed penalty from the precision missiles. No one ever uses precisions due to that. Or maybe just give the missiles a flat 10 or 15% penalty if they're loaded, and don't have the penalty stack. Precisions + Drake + 7x launchers = 0m/sec.
Bellum Eternus [Vid]Blood Corsairs - Day One |
mama guru
Gallente Corp 1 Allstars Insurgency
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Posted - 2007.09.14 19:21:00 -
[10]
Edited by: mama guru on 14/09/2007 19:22:25 Amarr Navy Multifrequency(m) rocks. I do 6 less dps then with conflag on my zealot, and they use less cap and got no tracking penalty
Its less then 2 dps difference between the large versions aswell. I agree t2 ammo needs a boost. -YOU ARE NOW READING MY SIGNATURE-
EVE is like the "Fisherman's Friend" of MMOs. If it's too hard, you are too weak. |
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Shadowsword
COLSUP Tau Ceti Federation
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Posted - 2007.09.14 19:31:00 -
[11]
Short range ammos indeed need a boost, but your third damage type is so small that it won't make any practical difference. ------------------------------------------
What is Oomph? It the sound Amarr players makes when they get kicked in the ribs. |
Grimpak
Gallente Trinity Nova KIA Alliance
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Posted - 2007.09.14 19:53:00 -
[12]
Originally by: Shadowsword Short range ammos indeed need a boost, but your third damage type is so small that it won't make any practical difference.
how about the double? (4/8/16) ---
truth about EVE: Quote: "Guns are fine, boost players"
Quote: "Players are fine, boost guns"
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Ather Ialeas
Amarr Space Perverts and Forum Warriors United Cult of War
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Posted - 2007.09.14 19:55:00 -
[13]
You're spot on, Amarr Navy Multifrequency M and L replaced Conflagration M/L in all my configs and I never bothered to use Gleam S/M/L either because of the tracking penalty (such does NOT belong to a short range BEAM laser lens!). -
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Hectick
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Posted - 2007.09.14 20:06:00 -
[14]
yes faction ammo really does make t2 charges kinda useless ... the navy ammo is good but when u look at rat ammo TS DB Domination SS ... that stuff really makes t2 ammo utterly useless beyond recovery lol ....
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Karyuudo Tydraad
Caldari Whiskey Pete's Drycleaning Services
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Posted - 2007.09.14 20:30:00 -
[15]
Originally by: Ather Ialeas You're spot on, Amarr Navy Multifrequency M and L replaced Conflagration M/L in all my configs and I never bothered to use Gleam S/M/L either because of the tracking penalty (such does NOT belong to a short range BEAM laser lens!).
Really? In PVP I don't use faction ammunition in most scenarios. And I'll explain why.
Amarr Navy Multifrequency L - 32.2 EM damage, 23 Thermal damage
Conflagration L - 28 EM damage, 28 Thermal damage
Amarr Navy Radio L - 23 EM damage
Scorch L - 36 EM damage, 8 Thermal damage
Faction ammunition has higher concentrations of your racial damage type (and lower damage), which, in the case of the Amarr laser boats, is not something you want.
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Shadowsword
COLSUP Tau Ceti Federation
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Posted - 2007.09.14 20:44:00 -
[16]
Originally by: Grimpak
Originally by: Shadowsword Short range ammos indeed need a boost, but your third damage type is so small that it won't make any practical difference.
how about the double? (4/8/16)
I'd say it must be the primary damage type, and the pseudo-scientists saying that a laser can't do explosive or kinetic (as if they could do Em in the first place) can go to hell.
But imho, different damage types isn't the best way to make them usefull. Espescially for lasers, the problem of damage types isn't something you should have to skill for the use of T2 stuff, to see corrected. I'd rather see half the penalties inversed and converted into bonus, so you'd have a ammo that gives both bonuses and penalties. Having ammos increasing your speed would be insanely overpowered, but if, for example, they still slow you but increase your tracking... ------------------------------------------
What is Oomph? It the sound Amarr players makes when they get kicked in the ribs. |
Cpt Branko
The Bloody Red
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Posted - 2007.09.14 22:24:00 -
[17]
Edited by: Cpt Branko on 14/09/2007 22:25:36
Originally by: Butter Dog I'd never pre-emtively load void. Ever. Faction antimatter is so much better and almost the same damage (inevitably higher when you factor in the better tracking).
All the short range ammo's are utterly useless. I cannot think of a single reason to use any of them over and above the faction alternatives.
This.
The last time I used Hail was in my Rifter, when I ran into a faction BC spawn while trying to catch a guy and needed to kill it fast. I don't remember using it in combat. Ever. The -50% range and -50% tracking and -50% falloff make it actually LESS damaging then faction ammo, due to the fact that, well, it misses a whole frigging lot.
The penalities are way too big considering the boost it gives you.
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Marcus Quo
Gallente Morsus Mihi
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Posted - 2007.09.14 22:42:00 -
[18]
I think the real problem is how easy it is to get the faction ammo. This game has a very clear progression of how good a specific item is, Faction > T2 > T1. T2 is supposedly "average." Now, if faction ammo were super rare, this would all be fine, but it's not at all. In many cases it's hardly more expensive than the T2 version. If faction mods were about the same price as T2, would we see anyone fitting T2 anymore? Hell no.
In short, T2 shouldn't be as good as faction, but faction certainly shouldn't be the standard that everyone uses, so something needs to be done.
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Cpt Branko
The Bloody Red
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Posted - 2007.09.14 22:48:00 -
[19]
Originally by: Marcus Quo I think the real problem is how easy it is to get the faction ammo. This game has a very clear progression of how good a specific item is, Faction > T2 > T1. T2 is supposedly "average." Now, if faction ammo were super rare, this would all be fine, but it's not at all. In many cases it's hardly more expensive than the T2 version. If faction mods were about the same price as T2, would we see anyone fitting T2 anymore? Hell no.
In short, T2 shouldn't be as good as faction, but faction certainly shouldn't be the standard that everyone uses, so something needs to be done.
Faction doesn't provide such a dramatic boost, and it is relatively expensive (more expensive then T2 if you look at the markets). It's just that T2 high damage ammo is completely and utterly worthless.
I've never used it even before faction ammo came into play, because, frankly, Barrage (or even T1) will outdamage Hail in many cases, due to the fact Hail misses too much for a small damage boost, unless it's really a long fight where I will have someone immobile and in blaster range.
T2 short range high damage ammo sucks, basically. Faction isn't too good or too cheap, T2 short range is just worthless.
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James Lyrus
Lyrus Associates Betrayal Under Mayhem
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Posted - 2007.09.14 22:55:00 -
[20]
Edited by: James Lyrus on 14/09/2007 22:55:45 Short range high damage gun ammo, is pretty much worthless now. As are fury missiles. (literally, they're either the same, or worse than faction in every single area)
Other T2 missiles have their place, but... I think it's a bit too limited, because of the way AOE falloff works. But that's a different matter, for a different thread.
Seriously. Long range turret ammo = good. Penatlies mean it's not always used, but is definitely worth carrying. Short range turret ammo, mostly isn't. The penalty tradeoff is just too much for the advantage.
Fix would be pretty simple. Just lose the penalties. Javelin _is_ more damaging than faction antimatter. It's also shorter range yet. I consider that a reasonable balance - damage for optimal. (it's what all the other ammo types do, after all)
Crane needs more grid |
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Spenz
Gallente Dark Knights of Deneb Against ALL Authorities
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Posted - 2007.09.15 00:46:00 -
[21]
Speaking of T2 shortranged ammo, has anyone ever used Javelin T2 hybrid charges? Am I the only one who finds them to be the worst ammo you could possibly get?
You get:
Cap penalty speed penalty....per gun! (killer with any ship that has more than 5 turrets) tracking penalty shield HP penalty range penalty
For what? Ick that ammo makes me vomit a little in my mouth.
If I had an Alt I would probably post with it... |
Chavu
Ganja Labs Hydra Alliance
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Posted - 2007.09.15 02:37:00 -
[22]
Yup, T2 short range ammo needs a boost as well as t2 missiles. But giving everyone 3 damage types and minmatar 4? No offense dude, but might as well get rid of damage types and make it just hp and damage. Making ammo do more types of damage will take out some of the flavor in the game and that's not cool.
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Halock
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Posted - 2007.09.15 05:07:00 -
[23]
I'v never used my tech 2 close range ammo.....ever, and never will now that faction is here.
Penalties are too steep.
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Nian Banks
Minmatar Berserkers of Aesir
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Posted - 2007.09.15 06:29:00 -
[24]
Originally by: Shadowsword
Originally by: Grimpak
Originally by: Shadowsword Short range ammos indeed need a boost, but your third damage type is so small that it won't make any practical difference.
how about the double? (4/8/16)
I'd say it must be the primary damage type, and the pseudo-scientists saying that a laser can't do explosive or kinetic (as if they could do Em in the first place) can go to hell.
But imho, different damage types isn't the best way to make them usefull. Espescially for lasers, the problem of damage types isn't something you should have to skill for the use of T2 stuff, to see corrected. I'd rather see half the penalties inversed and converted into bonus, so you'd have a ammo that gives both bonuses and penalties. Having ammos increasing your speed would be insanely overpowered, but if, for example, they still slow you but increase your tracking...
In regards to kinetic damage been caused with lasers, that actually is exactly what a particle beam laser is. Here's an old link on the theories of laser / energy weapons. Introducing the Particle-Beam Weapon
Basically its quite plausible to charge and propel atoms within a laser beam. I said several times in other threads that there should be t1 and t2 crystals with some kinetic damage. Naturally you must have EM and Thermal with those crystals. Another issue is that because of the nature of those lasers, your crystals would break down quickly and need regular replacement.
Another issue with the EvE lasers is that there is not one crystal with thermal as the dominant damage type, that needs to be fixed. If anything thermal is actually the more common damage in lasers, EM is more a by-product.
On Projectile ammunition, All I would ever want was to have the Depleted Uranium ammunition given a bonus to falloff +30%?. Its meant to be the most popular ammunition for minmatar, that to me says its made for autocannnons. Also its not exactly the most commonly used, who uses it? Carries it? Anyone?
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Daddy Xerox
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Posted - 2007.09.15 06:52:00 -
[25]
Just remove the stupidly *overblown* nerfs on the T2 ammo and it would be much more used.
Stacking nerfs for each gun/bay loaded pretty much removes T2 from usefulness when put beside faction ammo.
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Ather Ialeas
Amarr Space Perverts and Forum Warriors United Cult of War
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Posted - 2007.09.15 07:01:00 -
[26]
Originally by: Karyuudo Tydraad
Originally by: Ather Ialeas You're spot on, Amarr Navy Multifrequency M and L replaced Conflagration M/L in all my configs and I never bothered to use Gleam S/M/L either because of the tracking penalty (such does NOT belong to a short range BEAM laser lens!).
Really? In PVP I don't use faction ammunition in most scenarios. And I'll explain why.
Amarr Navy Multifrequency L - 32.2 EM damage, 23 Thermal damage
Conflagration L - 28 EM damage, 28 Thermal damage
Amarr Navy Radio L - 23 EM damage
Scorch L - 36 EM damage, 8 Thermal damage
Faction ammunition has higher concentrations of your racial damage type (and lower damage), which, in the case of the Amarr laser boats, is not something you want.
1) Scorch is long range pulse lens, I only spoke about short range ones. 2) No one sane actually should use Radio due to their only damage type which happens to be EM. Microwave is basically the only choice for long range because of that. 3) I don't use Conflagration because of the cap penalty (cap is life, remember?) and tracking penalty. On Harbinger with full skills the following apply: Heavy Pulse Laser II + Conflagration M = -1,7cap/s, -11,6cap/s for all guns, DPS 369/Alpha 1395 Heavy Pulse Laser II + Amarr Navy Multifrequency M = -1,3cap/s, -9,3cap/s for all guns, DPS 364/Alpha 1375
About 20% drop in cap use that costs only 5 DPS and actually makes the alpha higher? Yes please.
And what about tracking? Unbonused tracking on Heavy Pulse II is 0,08125, on fully bonused Heavy Pulse II 0,10156 and on fully bonused Heavy Pulse II with Conflagration M 0,05078. If I had 4-5 midslots, I'd know how to properly counter this with webs and target painters but as is the lack of midslots makes that a non-option. -
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Deschenus Maximus
Amarr Digital Fury Corporation Digital Renegades
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Posted - 2007.09.15 07:45:00 -
[27]
I still use Conflag a lot, but Gleam is the lol. If they just un-nerfed the range on it, I might actually use it again.
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Shadowsword
COLSUP Tau Ceti Federation
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Posted - 2007.09.15 08:54:00 -
[28]
Edited by: Shadowsword on 15/09/2007 08:54:57
Originally by: Nian Banks In regards to kinetic damage been caused with lasers, that actually is exactly what a particle beam laser is. Here's an old link on the theories of laser / energy weapons. Introducing the Particle-Beam Weapon
Basically its quite plausible to charge and propel atoms within a laser beam. I said several times in other threads that there should be t1 and t2 crystals with some kinetic damage. Naturally you must have EM and Thermal with those crystals. Another issue is that because of the nature of those lasers, your crystals would break down quickly and need regular replacement.
Another issue with the EvE lasers is that there is not one crystal with thermal as the dominant damage type, that needs to be fixed. If anything thermal is actually the more common damage in lasers, EM is more a by-product.
On Projectile ammunition, All I would ever want was to have the Depleted Uranium ammunition given a bonus to falloff +30%?. Its meant to be the most popular ammunition for minmatar, that to me says its made for autocannnons. Also its not exactly the most commonly used, who uses it? Carries it? Anyone?
From a realistic pov, you don't even need to bring particles projection to have kinetic or explosive damage, because there is only two real forms of energy transfer: kinetic energy, and radiations. The so-called "explosive damage" is just a mix of kinetic (shrapnels and pressure waves caused by solid dilatation in a solid environment) and radiations (thermal ones, mainly).
Now, about lasers: They're thermal radiations. If you heat something, it dilates. But heat something fast enough, and the dilatation and melting won't have time to happen, it will vaporize explosively. There you have your explosion (projected gazes and thermal bloom) and your kinetic damage (gazes and schrapnels). ------------------------------------------
What is Oomph? It the sound Amarr players makes when they get kicked in the ribs. |
Nian Banks
Minmatar Berserkers of Aesir
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Posted - 2007.09.15 09:16:00 -
[29]
Originally by: Shadowsword Edited by: Shadowsword on 15/09/2007 08:54:57
Originally by: Nian Banks In regards to kinetic damage been caused with lasers, that actually is exactly what a particle beam laser is. Here's an old link on the theories of laser / energy weapons. Introducing the Particle-Beam Weapon
Basically its quite plausible to charge and propel atoms within a laser beam. I said several times in other threads that there should be t1 and t2 crystals with some kinetic damage. Naturally you must have EM and Thermal with those crystals. Another issue is that because of the nature of those lasers, your crystals would break down quickly and need regular replacement.
Another issue with the EvE lasers is that there is not one crystal with thermal as the dominant damage type, that needs to be fixed. If anything thermal is actually the more common damage in lasers, EM is more a by-product.
On Projectile ammunition, All I would ever want was to have the Depleted Uranium ammunition given a bonus to falloff +30%?. Its meant to be the most popular ammunition for minmatar, that to me says its made for autocannnons. Also its not exactly the most commonly used, who uses it? Carries it? Anyone?
From a realistic pov, you don't even need to bring particles projection to have kinetic or explosive damage, because there is only two real forms of energy transfer: kinetic energy, and radiations. The so-called "explosive damage" is just a mix of kinetic (shrapnels and pressure waves caused by solid dilatation in a solid environment) and radiations (thermal ones, mainly).
Now, about lasers: They're thermal radiations. If you heat something, it dilates. But heat something fast enough, and the dilatation and melting won't have time to happen, it will vaporize explosively. There you have your explosion (projected gazes and thermal bloom) and your kinetic damage (gazes and schrapnels).
Thank you, Its nice when people with some education actually post on a forum.
So there we have it folks, time for some explosive and kinetic crystals. Why should EvE lasers be EM & Therm just because the Devs don't actually have real world science knowledge and also lack true indepth science-fiction imaginations.
If only Isacc Asimov and Arthur.C.Clarke were still alive, they could give some pointers to CCP.
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Gabriel Karade
Nulli-Secundus
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Posted - 2007.09.15 09:23:00 -
[30]
Originally by: Butter Dog I'd never pre-emtively load void. Ever. Faction antimatter is so much better and almost the same damage (inevitably higher when you factor in the better tracking).
All the short range ammo's are utterly useless. I cannot think of a single reason to use any of them over and above the faction alternatives.
Not an issue with webbed Battleships, and with the longer range of Void, plus higher thermal damage component, you are likely doing more damage than an AM equiped counterpart.
Short range T2 railgun ammo is a severe mess though... ----------
Video - 'War-Machine' |
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