
Maedoc
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Posted - 2007.10.23 23:37:00 -
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Edited by: Maedoc on 23/10/2007 23:39:58
Originally by: omiNATION
Originally by: Captain Schmungles A rework is probably a nice idea, so here's a few of my ideas for such a rework:
Crystals
Crystals need a lot of attention. They're nice in that you can vary the ratio of em and thermal damage, but they're bad in that the crystals give you a range penalty. No other race has this quirk-- t1 ammo affects gun range. Crystals need to be made like any other t1 ammo: they can allow you to vary damage type, but they have no effect on range. In the t1 world, the only things that should affect range are ship bonuses, skills, and whether you are using pulse lasers (short range) or beam lasers (long range).
Cap
This is where the Amarr have a lot of problems. Lasers use more cap than any other weapon, yet the ships never seem to have enough cap to simultaneously shoot and run a tank. Almost every ship gets a "5% reduction in cap use per level" bonus, which makes it kind of a stupid "bonus" to have. The ships that get that bonus should just have their native cap amount increased to whatever it would be if you had the appropriate ship command skill trained to level 5.
-OR-
Why do lasers use more cap than rails or blasters? I've never seen a good rationale for it, and I doubt that one exists. Why not just make lasers, blasters, and rails all use the same amount of cap? Amarr ships might still need a slight increase in their native overall cap, but the current difference in cap usage is "unbalanced" without a good reason for it. This would also eliminate the ubiquitous cap reduction bonus and allow CCP to add other, better, bonuses (damage bonus, rof bonus, range bonus, tracking bonus, etc.)
blaster range is affected by ammo, i'd guess the same for minmatar, only one that isn't is missiles and drones.
I have a domi, i have a hard time permarunning my guns and tank at the same time. is that what you mean? perma tank? if that's the case i'd suggest a nos or two given that Amaar tends to be cap heavy, if nothing else prevents the other guys from using it to rep and stuff.
why do lasers use more energy than guns? uh... because they;re... lasers? i mean to shoot a gun you don't really have to find an outlet and plug it in, ya know? game wise, it's a way to differentiate between weapons. If your ship doesn't get damage bonuses, just use projectile to offset the cap issue.
One little issue with that, Railguns and Hybrid weaponry would use a crap load of energy. Ever hear of the US Navy's 24 Mega Watt Railgun? its smaller than a 5" cannon, and uses loads of energy.
WTB Grammar +5 implant
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