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TomB
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Posted - 2004.02.25 18:16:00 -
[1]
Added was lessened capacitor usage for lasers and hybrids and lessened volume of projectiles, varient on what ammo type you use. This is a buff to the medium and low end charges:
Crystals standard: 50% capacitor usage (is when no crystal is in gun) ultraviolet: 60% capacitor usage infrared: 65% capacitor usage xray: 70% capacitor usage microwave: 75% capacitor usage gamma: 80% capacitor usage radio: 85% capacitor usage multi: 100% capacitor usage
Hybrid lead: 50% capacitor usage iridium: 60% capacitor usage thorium: 65% capacitor usage tungsten: 70% capacitor usage uranium: 75% capacitor usage iron: 80% capacitor usage plutonium: 85% capacitor usage antimatter: 100% capacitor usage
Projectiles depleted: 50% volume photon: 60% volume titanium: 65% volume nuclear: 70% volume fusion: 75% volume carbonized: 80% volume plasma: 85% volume emp: 100% volume
Test it out on Chaos and give some feedback.
So you wanted to test out some boosters? |

TomB
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Posted - 2004.02.25 18:17:00 -
[2]
FIX SHIELD FLUX 
So you wanted to test out some boosters? |

Jim Raynor
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Posted - 2004.02.25 18:21:00 -
[3]
cool but now this forum's first page consists of 60% sticky threads^^ ------
ROBBLE ROBBLE |

Stoop
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Posted - 2004.02.25 18:26:00 -
[4]
Quote: cool but now this forum's first page consists of 60% sticky threads^^
Hey that just means lots of stuff is getting changed, not bad if you ask me.
And I think these changes are very good.
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TomB
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Posted - 2004.02.25 18:26:00 -
[5]
Quote: cool but now this forum's first page consists of 60% sticky threads^^
fixed
So you wanted to test out some boosters? |

dalman
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Posted - 2004.02.25 18:28:00 -
[6]

Very interesting changes.
Seems ok.

M.I.A. since 2004-07-30 |

Jim Raynor
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Posted - 2004.02.25 18:28:00 -
[7]
Edited by: Jim Raynor on 25/02/2004 18:29:53
Quote:
Quote: cool but now this forum's first page consists of 60% sticky threads^^
Hey that just means lots of stuff is getting changed, not bad if you ask me.
And I think these changes are very good.
the stickys were getting excessive though, many have had no posts on them for days now.. good topics were sliding off to page 2 oblivion in no time at all.
(i think these changes are really good btw) ------
ROBBLE ROBBLE |

Jim Raynor
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Posted - 2004.02.25 18:39:00 -
[8]
Quote: Added was lessened capacitor usage for lasers and hybrids and lessened volume of projectiles, varient on what ammo type you use. This is a buff to the medium and low end charges:
Crystals standard: 50% capacitor usage (is when no crystal is in gun) ultraviolet: 60% capacitor usage infrared: 65% capacitor usage xray: 70% capacitor usage microwave: 75% capacitor usage gamma: 80% capacitor usage radio: 85% capacitor usage multi: 100% capacitor usage
Hybrid lead: 50% capacitor usage iridium: 60% capacitor usage thorium: 65% capacitor usage tungsten: 70% capacitor usage uranium: 75% capacitor usage iron: 80% capacitor usage plutonium: 85% capacitor usage antimatter: 100% capacitor usage
Projectiles depleted: 50% volume photon: 60% volume titanium: 65% volume nuclear: 70% volume fusion: 75% volume carbonized: 80% volume plasma: 85% volume emp: 100% volume
Test it out on Chaos and give some feedback.
Why is the decrease of volume on projectile ammo linear from EMP to Depleted but for lasers and hybrids the capacitator usage is very high from the shortest range, very low at middile range, and very high at the longest range again? ------
ROBBLE ROBBLE |

TomB
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Posted - 2004.02.25 18:40:00 -
[9]
Quote: Why is the decrease of volume on projectile ammo linear from EMP to Depleted but for lasers and hybrids the capacitator usage is very high from the shortest range, very low at middile range, and very high at the longest range again?
Just because 
So you wanted to test out some boosters? |

Jim Raynor
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Posted - 2004.02.25 18:42:00 -
[10]
Quote:
Quote: Why is the decrease of volume on projectile ammo linear from EMP to Depleted but for lasers and hybrids the capacitator usage is very high from the shortest range, very low at middile range, and very high at the longest range again?
Just because 
I was hoping for a logical explanation, that doesn't make much sense. Iron charges for example don't do much damage at all. Shouldn't radio/iron use the least cap considering it is the least damaging type of ammo? ------
ROBBLE ROBBLE |

Nafri
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Posted - 2004.02.25 18:43:00 -
[11]
nah thats not such a big deal, but this will make varios crystals interesting again Wanna fly with me?
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Sqalevon
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Posted - 2004.02.25 18:43:00 -
[12]
Sweet, i always prefered Depleted Uranium :) not that i had problems with my cargospace, but its handy when i need to move ammo from production to HQ base :D
good one *cheer* :)
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Diana Merris
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Posted - 2004.02.25 18:51:00 -
[13]
Edited by: Diana Merris on 25/02/2004 19:03:36
Quote:
Quote: Added was lessened capacitor usage for lasers and hybrids and lessened volume of projectiles, varient on what ammo type you use. This is a buff to the medium and low end charges:
Crystals standard: 50% capacitor usage (is when no crystal is in gun) ultraviolet: 60% capacitor usage infrared: 65% capacitor usage xray: 70% capacitor usage microwave: 75% capacitor usage gamma: 80% capacitor usage radio: 85% capacitor usage multi: 100% capacitor usage
Hybrid lead: 50% capacitor usage iridium: 60% capacitor usage thorium: 65% capacitor usage tungsten: 70% capacitor usage uranium: 75% capacitor usage iron: 80% capacitor usage plutonium: 85% capacitor usage antimatter: 100% capacitor usage
Projectiles depleted: 50% volume photon: 60% volume titanium: 65% volume nuclear: 70% volume fusion: 75% volume carbonized: 80% volume plasma: 85% volume emp: 100% volume
Test it out on Chaos and give some feedback.
Why is the decrease of volume on projectile ammo linear from EMP to Depleted but for lasers and hybrids the capacitator usage is very high from the shortest range, very low at middile range, and very high at the longest range again?
The projectile is working exactly the same way as the others. Carbonized lead is the longest range/least damage, EMP is the shortest range most damage, Depleted is no range mod, photon is just longer, titanium is just shorter, etc.
Quote: I was hoping for a logical explanation, that doesn't make much sense. Iron charges for example don't do much damage at all. Shouldn't radio/iron use the least cap considering it is the least damaging type of ammo?
Longer range is generally considered to be a bonus. In order to make something go farther you have to throw it harder, right? That takes more energy.
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Stoop
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Posted - 2004.02.25 19:12:00 -
[14]
Question, the volume changes on the projectile ammo... Is this for your cargo space and in the actual guns? Meaning you can fit more in there instead of say 10 rounds in a 1400 you could fit 15 depleted in there...
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Dirge
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Posted - 2004.02.25 19:13:00 -
[15]
I have to agree with Raynor, Radio Crystals, being the longest range, least damaging type of crystal, should use the least amount of cap. What gives?
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DeathBunny
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Posted - 2004.02.25 19:14:00 -
[16]
What would be cool is if you could mix the ammo in the guns . With this change that could make it intresting since we already take 10 seconds to reload for Hybrids and Projectiles. Fear The Bunny
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Discorporation
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Posted - 2004.02.25 19:25:00 -
[17]
Edited by: Discorporation on 25/02/2004 19:29:34 Hmm, interesting
Lets see how this plays out!
btw, fix nosferatu ><
[Heterocephalus glaber]
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Joshua Calvert
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Posted - 2004.02.25 19:26:00 -
[18]
Let us swap proj/hybrid/missiles ammo as quickly as crystals!
LEEEEERRRRRRRRRRROOOOOOOOOYYYYYYYYYYYYYYY! |

Elrathias
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Posted - 2004.02.25 19:30:00 -
[19]
Quote: I have to agree with Raynor, Radio Crystals, being the longest range, least damaging type of crystal, should use the least amount of cap. What gives?
see it like this, to beam a radio signal longer away, requires more power. to beam 4 radio signals short distance, also requires alot of power. --------------------------
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Admiral IceBlock
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Posted - 2004.02.25 19:52:00 -
[20]
shouldnt it be the other way around? doesnt it take more energy to send the bullet longer then short?
"We brake for nobody"
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Tas Devil
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Posted - 2004.02.25 20:11:00 -
[21]
How about this is completely silly ? for anything but lasers.... the capacitor use for firing a gun should not vary with the ammo used..... do you have to pull a trigger harder to fire hollow point ammo or armor piercing ammo in a gun ? do you think a tank uses different energy levels (which are minimal) to fire an armor piercing round or HEAT one ? You could even argue ...that the nature of lasers is the same...its a standard beam of laser which is filtered by a crystal....the initial beam is the same so why vary its energy requirement ?
2 thoughts....first stop trying to tweak every weapons ammo missile etc to make them all perfectly leveled and fair...soon enough there will be no point in having a complimentary strategy with various weapons... its seems your attitude is what ever one chooses the factor of dmg/rof/capacitor consumption and tracking speed / range should all level out... bad idea...that removes the fun ..... real life is not leveled for everyone....too bad for those who want absolute fairness...but making choices has or should have consequences... 2 point and I agree with Caleb on this start to listen to users a little...these minute changes to again fighting characteristics are not what your users players and CUSTOMERS let me remind you WANT...fix the obvious patches we have asked for... stop tweaking everything that has to do with combat and fix the other aspects...especially those obvious problems that you alsmost systematically forget to fox ....like corporate tax rates...or other corp functions .... this game is heading down a little where all developments are aimed at changing tweaking or fostering more of one interaction with players....fighting.....some of us would like to see other things !
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drunkenmaster
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Posted - 2004.02.25 20:18:00 -
[22]
at the moment (on TQ) people rarely take out more than one ammo type. (most damage or most range, depending on guns)
If they took out two ammo types, one would be most damage, the other would be most range.
The mid-level damage/range ammo types were pretty much overlooked.
This looks like it could go some way to fixing that.
I gives a boost to midrange stuff, which, in turn creates more choices. Choices are good. .
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Stoop
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Posted - 2004.02.25 20:23:00 -
[23]
Quote: at the moment (on TQ) people rarely take out more than one ammo type. (most damage or most range, depending on guns)
If they took out two ammo types, one would be most damage, the other would be most range.
The mid-level damage/range ammo types were pretty much overlooked.
This looks like it could go some way to fixing that.
I gives a boost to midrange stuff, which, in turn creates more choices. Choices are good.
Exactly, and the best thing about this is that (especially for laser users) you can sacrifice some dmg, gain some range, and save a lot of energy. This could free up 1-2 low slots, allowing you to put in heatsinks or armor tanking or whatever tickles your fancy. There should now be more diversity. (hopefully)
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dalman
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Posted - 2004.02.25 20:29:00 -
[24]
Edited by: dalman on 25/02/2004 21:22:38
Quote:
Quote: at the moment (on TQ) people rarely take out more than one ammo type. (most damage or most range, depending on guns)
If they took out two ammo types, one would be most damage, the other would be most range.
The mid-level damage/range ammo types were pretty much overlooked.
This looks like it could go some way to fixing that.
I gives a boost to midrange stuff, which, in turn creates more choices. Choices are good.
Exactly, and the best thing about this is that (especially for laser users) you can sacrifice some dmg, gain some range, and save a lot of energy. This could free up 1-2 low slots, allowing you to put in heatsinks or armor tanking or whatever tickles your fancy. There should now be more diversity. (hopefully)
I already always carry at least 3, usually 4, and sometimes even 5 types of hybrid ammo for my rails. Using the correct ammo is VERY important.
If I were a laser user, I'd always carry 5 sets of crystals.
*edit*
Quote: There, fixed  
ROFL
M.I.A. since 2004-07-30 |

Jarjar
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Posted - 2004.02.25 20:32:00 -
[25]
Not to mention projectile ammo where the difference is more than amount of damage and range.
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Lola
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Posted - 2004.02.25 20:36:00 -
[26]
I like that guy who did the long ranting post about fixing corp tax in a thread about ammo. That was funny. gg  ----------------------------------------- Sig rented by Drethen Nerevitas. |

drunkenmaster
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Posted - 2004.02.25 20:38:00 -
[27]
Quote: at the moment (on TQ) people, *with the exception of dalman, and a maybe a few others,* rarely take out more than one ammo type. (most damage or most range, depending on guns)
If they took out two ammo types, one would be most damage, the other would be most range.
The mid-level damage/range ammo types were pretty much overlooked.
This looks like it could go some way to fixing that.
I gives a boost to midrange stuff, which, in turn creates more choices. Choices are good.
There, fixed  
.
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Belzavior
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Posted - 2004.02.25 21:41:00 -
[28]
I think its a good point. These changes seem to have nothing to do with balancing turrets/hybrids/projectiles. And more to do with balancing Ammos and Crystals withen the groups.
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Novo DuPont
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Posted - 2004.02.25 21:52:00 -
[29]
TOMB:
So I am assuming that projectile ammo size related to both how much can be loaded into te gun as well as how much cargo space it takes??
SO that you can load twice as many rounds of depleted as you can EM ammo?
"To succeed greatly one must sacrifice greatly"
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TomB
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Posted - 2004.02.25 21:57:00 -
[30]
Quote: TOMB:
So I am assuming that projectile ammo size related to both how much can be loaded into te gun as well as how much cargo space it takes??
SO that you can load twice as many rounds of depleted as you can EM ammo?
Yes
So you wanted to test out some boosters? |
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