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Grimpak
Gallente Trinity Nova
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Posted - 2008.01.13 15:35:00 -
[31]
Originally by: Thorek Ironbrow Is this the same for High-Range ammo? I wouldn't know, because I haven't checked, but I thought that it'd be the same. Do any faction hybrid charges give like a 75% range increase with moderate damage or something similar?
no ammo does the same job as the long range ammos, thus they are ok. ---
planetary interaction idea! |
Laboratus
Gallente BGG Atrum Tempestas Foedus
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Posted - 2008.01.13 15:40:00 -
[32]
G, faction ammo has been around for a long time.
T2 ammo needs a rething because they didn't think through the T2 ammo nerf. They just gimped T2 ammo to make fights last longer. Naturally, you don't need a genious to see how the playerbase adopted their tactics... ___ P.S. Post with your main. Mind control and tin hats |
Lyria Skydancer
Amarr Dark-Rising The Dawn of Darkness
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Posted - 2008.01.13 16:13:00 -
[33]
Sadly we will never see a fix on t2 ammo with this dev team handling it. Makes me sad panda face. ---------------------------------------------
[Video]The Inquisition I - Swift Justice |
Liu
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Posted - 2008.01.13 17:20:00 -
[34]
i think that since 2 years ago devs a very afraid of making T2 a clear better version of T1 (specially to not make pvp a no no for new players), so they try to balance bonuses with penalties. the idea is not bad, but i think they went overboard. this can be seen specially on T2 ammo, but also on the new T2 battleships.
HACs are clearly better than their T1 counterparts, and most interceptors are also better than T1 frigates. recon ships are way better than T1 EW cruisers, and logistic ships better in every way than T1 logistic cruisers. i think that devs do not want this to happen again, so they gave us the vargur
Originally by: Apertotes tbh, boot.ini was overpowered and needed a nerf
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McDonALTs
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Posted - 2008.01.13 23:25:00 -
[35]
Edited by: McDonALTs on 13/01/2008 23:26:24 Edited by: McDonALTs on 13/01/2008 23:25:42
Originally by: Liu i think that since 2 years ago devs a very afraid of making T2 a clear better version of T1 (specially to not make pvp a no no for new players), so they try to balance bonuses with penalties. the idea is not bad, but i think they went overboard. this can be seen specially on T2 ammo, but also on the new T2 battleships.
Devs make t2 ammo for high skill players and all penelties. THis is to stop t2 ammo outclassing t1 in ever single way.
Then devs make OMG Faction ammo that outclasses t1 in every single way and also outclasses a lot of t2.
/me scratches head.
I am sure JoJo would say t2 ammo is like flying amarr or something
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Lyria Skydancer
Amarr Dark-Rising The Dawn of Darkness
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Posted - 2008.01.14 07:33:00 -
[36]
Originally by: McDonALTs Edited by: McDonALTs on 13/01/2008 23:26:24 Edited by: McDonALTs on 13/01/2008 23:25:42
Originally by: Liu i think that since 2 years ago devs a very afraid of making T2 a clear better version of T1 (specially to not make pvp a no no for new players), so they try to balance bonuses with penalties. the idea is not bad, but i think they went overboard. this can be seen specially on T2 ammo, but also on the new T2 battleships.
Devs make t2 ammo for high skill players and all penelties. THis is to stop t2 ammo outclassing t1 in ever single way.
Then devs make OMG Faction ammo that outclasses t1 in every single way and also outclasses a lot of t2.
/me scratches head.
I am sure JoJo would say t2 ammo is like flying amarr or something
The devs have no clue what they are doing or have done with t2 ammo. I mean look at scorch, it outclasses every T1 ammo pretty much. ---------------------------------------------
[Video]The Inquisition I - Swift Justice |
Kamikaaazi
Caldari Caldari Provisions
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Posted - 2008.01.14 07:48:00 -
[37]
make rage torps do SPLASH damage, see problem solved, not so hard... yarr |
Jonny MoJo
Amarr
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Posted - 2008.01.14 10:08:00 -
[38]
Originally by: Lyria Skydancer
Originally by: McDonALTs Edited by: McDonALTs on 13/01/2008 23:26:24 Edited by: McDonALTs on 13/01/2008 23:25:42
Originally by: Liu i think that since 2 years ago devs a very afraid of making T2 a clear better version of T1 (specially to not make pvp a no no for new players), so they try to balance bonuses with penalties. the idea is not bad, but i think they went overboard. this can be seen specially on T2 ammo, but also on the new T2 battleships.
Devs make t2 ammo for high skill players and all penelties. THis is to stop t2 ammo outclassing t1 in ever single way.
Then devs make OMG Faction ammo that outclasses t1 in every single way and also outclasses a lot of t2.
/me scratches head.
I am sure JoJo would say t2 ammo is like flying amarr or something
The devs have no clue what they are doing or have done with t2 ammo. I mean look at scorch, it outclasses every T1 ammo pretty much.
Faction Ammo was introduced to make the pro-Amarrian t2 ammo bpo holders feel the Amarr nerf from withing the docking station
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Wardeneo
Gallente
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Posted - 2008.01.14 10:33:00 -
[39]
Originally by: Arthur Frayn Edited by: Arthur Frayn on 13/01/2008 01:12:32 This must be an old argument, but here goes with two examples:
Fed Navy Antimatter L = 55.2 base damage. Void L = 56 base damage Javelin L = 56 base damage
Void hurts your cap and gimps your tracking speed but doesn't hurt your range as much as antimatter. Javelin hurts your tracking speed a little bit, lowers your top speed and utterly kills your range. I see void is somewhat useful, but is the extra range worth half the tracking speed?
Caldari Navy torp: 517 dmg 9000 base range 450m exp. radius 250m/sec exp. velocity
Rage torp: 540 dmg 8800 base range 530m exp. radius 100m/sec exp. velocity
I suppose Rage torps would be useful for hitting capitals, but who wouldn't splash out on Dread Guristas for that kind of work? I don't see how Rage would be more useful against battleships or smaller when navy torps will be equally good and need fewer painters for the same job.
I don't think t2 ammo should be boosted. I think faction ammo should have different benefits instead of their damage boost. Give them slightly better range perhaps than their t1 counterparts or something else entirely.
this is wrong/unfair - ur using mid range faction missles, get some dred gurista faction missles then relook at the stats :)
wardeneo
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Lubomir Penev
interimo
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Posted - 2008.01.14 13:31:00 -
[40]
Originally by: Arthur Frayn
Fed Navy Antimatter L = 55.2 base damage. Void L = 56 base damage
The damage distribution is also changed quite a bit, Void being heavy on thermal and Antimatter having a bit more kinetic than thermal.
That makes Void a much better ammo to shoot at your average PvP shield tank (EM+2 Invuln or just 2 invuln), at Gallente tech 2 resists (higher resists on kin than thermal) and at t2 amarr resist that didn't plug the thermal hole (that one I would not bet on it and would use Antimatter tbh).
Hence me always carrying Fed Navy Antimatter, Void and Null, because they all have their use. -- Heat, easy to burn your mods by mistake, hard to get it to work when you need it the most. Well designed interface CCP! |
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Kayna Eelai
Gallente Paxton Industries Paxton Federation
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Posted - 2008.01.14 13:35:00 -
[41]
Originally by: Yakov Draken Minmatar T2 AC ammo is good. Barrage is great for the extra range and Hail is great when you want to get up close. Faction EMP is sweet vs Shield tankers but vs armor tankers it the T2 versions that come out tops.
get a clue. hail (in all it's versions) sucks monkey balls. look at all the negative stats. republic fleet EMP beats it a gazillion times.
barrage is nice for range, i give u that.
fixed to 23.15 kB (23710 bytes) |
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