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iiOs
Blood Corsair's The Red Skull
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Posted - 2007.09.16 16:40:00 -
[1]
just increase damage mod by 50% and reduce rof by 33% ( or whatever is should be so dps stay same)
thanks.-
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Kerdrak
3B Legio IX Atlas Alliance
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Posted - 2007.09.16 16:42:00 -
[2]
Lasers fix first please  ________________________________________
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JoeSomebody
No Trademark The OSS
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Posted - 2007.09.16 17:44:00 -
[3]
Originally by: iiOs just increase damage mod by 50% and reduce rof by 33% ( or whatever is should be so dps stay same)
:drool: yes please!
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Xequecal
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Posted - 2007.09.16 17:49:00 -
[4]
Edited by: Xequecal on 16/09/2007 17:49:11 That would allow deathstar POS guns to one-volley dreadnaughts.
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iiOs
Blood Corsair's The Red Skull
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Posted - 2007.09.16 18:31:00 -
[5]
it would just make sensce, since the HP buff have nerfed it, they should have done it right away. tbh
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Elaron
Jericho Fraction The Star Fraction
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Posted - 2007.09.16 18:42:00 -
[6]
Originally by: iiOs just increase damage mod by 50% and reduce rof by 33% ( or whatever is should be so dps stay same)
The hit point buffs were specifically aimed at reducing the effect of alpha strikes. So regardless of whether or not I like the idea, it's not going to fly.
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Ather Ialeas
Amarr Space Perverts and Forum Warriors United Cult of War
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Posted - 2007.09.16 18:48:00 -
[7]
Originally by: Xequecal Edited by: Xequecal on 16/09/2007 17:49:11 That would allow deathstar POS guns to one-volley dreadnaughts.
Now that I would like to see. -
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Pinky Denmark
The Cursed Navy
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Posted - 2007.09.16 21:02:00 -
[8]
Alpha Strikes were overpowered in Fleets It's fine... - I'm a nice guy!!
MOA is NOT UGLY!!! It's A FREAK SHOW!!!! |

Acoco Osiris
Gallente Sublime.
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Posted - 2007.09.16 21:07:00 -
[9]
Yeah, I'm pretty sure they have the arties set up as they are precisely because alphas were too powerful. ------------------------------ One more soldier off to war... And one Velator in my hangars. |

Nian Banks
Minmatar Berserkers of Aesir
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Posted - 2007.09.16 23:23:00 -
[10]
Well if alpha is to stay on status quo, thanks to the hp buffs been deliberately to reduce the alpha pawnage then I still believe one thing. If your lobbing shells from a 1400mm artillery, it should have the furthest range of all turrets. (excluding capitals) So if anything the artillery range in falloff should be extended many times over.
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Indigo Johnson
Minmatar
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Posted - 2007.09.16 23:26:00 -
[11]
Originally by: iiOs just increase damage mod by 50% and reduce rof by 33% ( or whatever is should be so dps stay same)
thanks.-
Joke thread? Or drug thread? If so, can i have some of what your smoking please. 
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Ath Amon
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Posted - 2007.09.17 00:22:00 -
[12]
i agree that arty need boost but, as it was alredy said, alpha is not going to be changed (at least soon)
as said in the other post i see 2 ways to that
with a dps boost, to make it between lasers and rails (nearer rails than arty), and eventually adjust other parameters if needed
or with a range boost, to make it the longest range weapon
between the 2 i will prefer the dps one, i think it fit better to minnie "all gun" philosophy (range is more a rail/caldari thing) and also imo it have a sort of "continuity" with close range weapons.... on the other hand the range boost will be easier to implement and balance
Originally by: Diana Merris
Unfortunately, rather than address the slot layout/tanking issues for Minmatar the Devs have simple declared that it makes us "versitile".
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Ogdru Jahad
Amarr Vendetta Underground Rule of Three
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Posted - 2007.09.17 01:08:00 -
[13]
Originally by: iiOs just increase damage mod by 50% and reduce rof by 33% ( or whatever is should be so dps stay same)
thanks.-
adapt or die! -
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tartrus
Templars of Space Freelancer Alliance
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Posted - 2007.09.17 01:27:00 -
[14]
Originally by: iiOs just increase damage mod by 50% and reduce rof by 33% ( or whatever is should be so dps stay same)
thanks.-
i made this suggestion in a dif thread. the trade would need to be even or arties would get a dam mod and cald peeps will cry and get it nerf'd. 50% more dam for 50% slower rof.
ROFL at the peeps in here who say the alpha is fine, alpha is all arties r good for or u may aswell learn rails. and with the hp boost if made em painful to use cus a rail boat out dps u almost instanly.
ya shooting a bus 150ks at syco speed its gonna do a frig load of dam and take for ever to reload. so why not make it so.
I would rather fight bob than old friends. personal feelings aside |

KD.Fluffy
The Refugees
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Posted - 2007.09.17 03:03:00 -
[15]
Quote: i agree that arty need boost but, as it was alredy said, alpha is not going to be changed (at least soon)
as said in the other post i see 2 ways to that
with a dps boost, to make it between lasers and rails (nearer rails than arty), and eventually adjust other parameters if needed
or with a range boost, to make it the longest range weapon
between the 2 i will prefer the dps one, i think it fit better to minnie "all gun" philosophy (range is more a rail/caldari thing) and also imo it have a sort of "continuity" with close range weapons.... on the other hand the range boost will be easier to implement and balance
why do arties need a buff..... they aready have the best alpha, and capless weapons... Imo they should do less dps then other turrets.
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Karyuudo Tydraad
Caldari Whiskey Pete's Drycleaning Services
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Posted - 2007.09.17 03:03:00 -
[16]
Oh god, no. No. Do I even need to explain why?
Can you imagine the all Tempest fleets? Ships popping 50% (* ship bonus) faster?
Small Tempest gatecamps insta-popping battleships?
The complete negation of the hp-buff and the introduction of FOTM gank-pests? Anything not super-tanked would be completely annihilated before the DPS difference would make any difference.
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Oedus Caro
Caldari Cross Roads
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Posted - 2007.09.17 03:12:00 -
[17]
Originally by: Nian Banks Well if alpha is to stay on status quo, thanks to the hp buffs been deliberately to reduce the alpha pawnage then I still believe one thing. If your lobbing shells from a 1400mm artillery, it should have the furthest range of all turrets. (excluding capitals) So if anything the artillery range in falloff should be extended many times over.
Er, that will never happen. Lobbing shells, as you say, takes time, and should probably take more time than any other form of long-range gun (even today, railguns can achieve muzzle velocities far in excess of conventional guns, and please don't try to tell me that lasers fire a beam slower than light...). During that time targets can move about, corrupting the accuracy. So if anything, they should have the shortest range. 
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Lowanaera
Amarr Paladin Imperium Curatores Veritatis Alliance
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Posted - 2007.09.17 03:20:00 -
[18]
Arty is just fine. Tempest is still the sniper of choice among major alliances for a very good reason.
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iiOs
Blood Corsair's The Red Skull
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Posted - 2007.09.17 04:13:00 -
[19]
Havnt seen anyone complain about tempst alpha being overpowered be4 HP boost, why should this chance suddenly mean end of the world?
xd
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Lowanaera
Amarr Paladin Imperium Curatores Veritatis Alliance
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Posted - 2007.09.17 04:30:00 -
[20]
That doesn't even begin to follow. Nobody complained about arty alpha pre-HP boost because it was inline with other weapon systems, the highest but at a DPS penalty. It's still inline with other weapon systems now. You're talking about a massive boost to arty alpha with no corresponding change to other weapon systems. The HP boost is completely irrelevant.
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iiOs
Blood Corsair's The Red Skull
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Posted - 2007.09.17 05:08:00 -
[21]
Originally by: Lowanaera That doesn't even begin to follow. Nobody complained about arty alpha pre-HP boost because it was inline with other weapon systems, the highest but at a DPS penalty. It's still inline with other weapon systems now. You're talking about a massive boost to arty alpha with no corresponding change to other weapon systems. The HP boost is completely irrelevant.
erm, artys are suppouse to have high alpha, HP boost totaly killed it, there for it need to be fixed, other weapons (apart from torps) didnt had high aplha, it wasnt there thing, they still do more dps then artys, there for they are fine
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Celeste Bane
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Posted - 2007.09.17 05:37:00 -
[22]
Uhh...
The whole point of the HP buff was to REDUCE the time it takes to blow up a ship.
That includes your alpha strike.
For fleets, the alpha strike from artillery is twice that of a railgun. (Done the calculations)
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Pinky Denmark
The Cursed Navy
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Posted - 2007.09.17 09:56:00 -
[23]
I believe after the HP buff that artillery was given slower RoF and higher damage mod... - I'm a nice guy!!
MOA is NOT UGLY!!! It's A FREAK SHOW!!!! |

Kedor
Minmatar Universal Army INTERDICTION
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Posted - 2007.09.17 10:05:00 -
[24]
Arties got a 5% damage buff when HP was increased to offset the nerfed alpha strike.
Its fine as it is now.
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welsh wizard
Celestial Apocalypse Insurgency
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Posted - 2007.09.17 10:33:00 -
[25]
Originally by: Lowanaera Arty is just fine. Tempest is still the sniper of choice among major alliances for a very good reason.
Exactly. [Balance] The Caldari problem. |

Ho Masubi
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Posted - 2007.09.17 10:34:00 -
[26]
Originally by: Oedus Caro Er, that will never happen. Lobbing shells, as you say, takes time, and should probably take more time than any other form of long-range gun (even today, railguns can achieve muzzle velocities far in excess of conventional guns, and please don't try to tell me that lasers fire a beam slower than light...). During that time targets can move about, corrupting the accuracy. So if anything, they should have the shortest range. 
Precisely why artillery has a terrible tracking and why i suggested the falloff been increased. Railguns have better tracking and naturally its optimal would be further which however has due to its smaller shell quickly slows down or deflected by debris thus meaning that evenif it hits, the impact at excessive distance would be negligible. Artillery on the otherhand with its high mass would just keep going further, its accuracy though due to its lower velocity would be reduced thanks to transversal would be low. But still if it was lucky and hit, the damage wouldn't be that much less than if it was in optimal. Hense again why i believe artilleries should have high falloff and greater range. Perhaps even reducing optimal greatly so minmatar always live in falloff unless at extremely close range.
If we did live in falloff than our alpha would need a small boost also to counteract the negatives of falloff a little.
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Dahak2150
Chaos Monkeys Monkey Religion
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Posted - 2007.09.17 10:36:00 -
[27]
Arties did get a buff when the hitpoint boost rolled around. ----------------
Originally by: "Cyberus" cause its has no sence anyway your brains is simply wont accept that anyway.
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trouser boy
The Eve Pacification Syndicate
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Posted - 2007.09.17 10:43:00 -
[28]
Originally by: Ho Masubi
Originally by: Oedus Caro Er, that will never happen. Lobbing shells, as you say, takes time, and should probably take more time than any other form of long-range gun (even today, railguns can achieve muzzle velocities far in excess of conventional guns, and please don't try to tell me that lasers fire a beam slower than light...). During that time targets can move about, corrupting the accuracy. So if anything, they should have the shortest range. 
Precisely why artillery has a terrible tracking and why i suggested the falloff been increased. Railguns have better tracking and naturally its optimal would be further which however has due to its smaller shell quickly slows down or deflected by debris thus meaning that evenif it hits, the impact at excessive distance would be negligible. Artillery on the otherhand with its high mass would just keep going further, its accuracy though due to its lower velocity would be reduced thanks to transversal would be low. But still if it was lucky and hit, the damage wouldn't be that much less than if it was in optimal. Hense again why i believe artilleries should have high falloff and greater range. Perhaps even reducing optimal greatly so minmatar always live in falloff unless at extremely close range.
If we did live in falloff than our alpha would need a small boost also to counteract the negatives of falloff a little.
I think you're underestimating railgun muzzle velocities a tad. Think about throwing a baseball in comparison to a high calibre snipers round. Momentum from hits would be an interesting addition though...
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Elenor
Tri Optimum Ev0ke
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Posted - 2007.09.17 11:18:00 -
[29]
tempest is best ship around for long range combat, no need to change anything.
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Niffetin
Gallente CONsordium Infinate
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Posted - 2007.09.17 11:30:00 -
[30]
Originally by: KD.Fluffy
Quote: i agree that arty need boost but, as it was alredy said, alpha is not going to be changed (at least soon)
as said in the other post i see 2 ways to that
with a dps boost, to make it between lasers and rails (nearer rails than arty), and eventually adjust other parameters if needed
or with a range boost, to make it the longest range weapon
between the 2 i will prefer the dps one, i think it fit better to minnie "all gun" philosophy (range is more a rail/caldari thing) and also imo it have a sort of "continuity" with close range weapons.... on the other hand the range boost will be easier to implement and balance
why do arties need a buff..... they aready have the best alpha, and capless weapons... Imo they should do less dps then other turrets.
Tachyons have the best alpha, sorry.
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Fon Revedhort
Aeria Gloris Inc United Legion
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Posted - 2007.09.17 11:52:00 -
[31]
Originally by: Niffetin
Originally by: KD.Fluffy
Quote: i agree that arty need boost but, as it was alredy said, alpha is not going to be changed (at least soon)
as said in the other post i see 2 ways to that
with a dps boost, to make it between lasers and rails (nearer rails than arty), and eventually adjust other parameters if needed
or with a range boost, to make it the longest range weapon
between the 2 i will prefer the dps one, i think it fit better to minnie "all gun" philosophy (range is more a rail/caldari thing) and also imo it have a sort of "continuity" with close range weapons.... on the other hand the range boost will be easier to implement and balance
why do arties need a buff..... they aready have the best alpha, and capless weapons... Imo they should do less dps then other turrets.
Tachyons have the best alpha, sorry.
since when? ---
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Lowanaera
Amarr Paladin Imperium Curatores Veritatis Alliance
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Posted - 2007.09.17 13:34:00 -
[32]
Tachyons do not have the best alpha, they only have a better alpha than a Tempest (but worse than a Maelstrom) on a 3-heatsink Abaddon, which no one in their right mind flies as you decap in 3 minutes and have no MWD.
An actually useful Tachyon-Abaddon has 1 Heatsink, which gives it the third best alpha after the Maelstrom and Tempest, though slightly higher DPS.
If you want actual numbers:
Abaddon- 8x Tachyon II w/Aurora 100mn MWD II, Heavy Capacitor Booster II, 2x SB II DC II, 3x TE II, 2x RCU II, Heatsink II 3x Trimark
Alpha: 3006 DPS: 373 Effective HP: 78,201 (DD-proof) Time to Cap Death (without injector or MWD active): 90 seconds Time to Cap Death (without MWD active): 375 seconds
Tempest- 6x 1400mm II w/Tremor 100mn MWD II, 2x SB II, 2x TC II DC II, TE II, 1600 RT, RCU II, 2x Gyro II 3x Trimark
Alpha: 3287 DPS: 289 Effective HP: 70,687 (low-skill DD-proof) Time to Cap Death (without MWD active): n/a
Maelstrom- 8x 1400mm II w/Tremor 100mn MWD II, 2x SB II, 3x TC II DC II, 1600 RT, RCU I, 2x Gyro II 3x Trimark
Alpha: 3506 DPS: 308 Effective HP: 78,367 (DD-proof) Time to Cap Death (without MWD active): n/a
Gimpaddon (costs twice as much to build, is helpless in bubbles, dies to DD, and decaps in 3 minutes)- 8x Tachyon II w/Aurora 2x SB II, 2x TC II DC II, TE II, 2x RCU II, 3x Heatsink II 2x Energy Discharge Elutriation, 1x SMC
Alpha: 3453 DPS: 502 Effective HP: 64,846 (not DD-proof) Time to Cap Death: 201 seconds
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Nian Banks
Minmatar Berserkers of Aesir
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Posted - 2007.09.17 13:42:00 -
[33]
Originally by: trouser boy I think you're underestimating railgun muzzle velocities a tad. Think about throwing a baseball in comparison to a high calibre snipers round. Momentum from hits would be an interesting addition though...
Actually modern day artillery reaches around 1000m/s and is increasing thanks to the inclusion of Rocket propulsion in the shell. Current railguns reach 5000m/s with specific materials and it has been found that speeds are reduced the larget the shell gets till its infeasable.
Now the velocity of railguns sounds allot if you didn't take into account that an artillery shell is 10 times the weight (eve world). Proj L 1kg, Hybrid L 0.1kg
So in the end the artillery shell has twice the force.
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goodby4u
Cutting Edge Incorporated RAZOR Alliance
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Posted - 2007.09.17 13:44:00 -
[34]
CCP gave ships more HP to extend fleet battles,whilst it didnt help much i dont think theres any chance that your going to be one-volleying anything soon.
Although i would support a range boost. __________________________________________ Yes it is great being amarr. I am minmatar,fly amarr,use gellente drones and am in caldari space. |
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