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Lurk
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Posted - 2003.06.12 16:39:00 -
[1]
I see Lasers Crystals and Projectile Ammo have some variation in their attributes, but Hybrid Ammo just increases both kinetic and thermal damage at the expense of range gradually.
It would be nice to see a more diverse ammo arsenal for hybrid weapons. Maybe one that does more kinetix but only little thermal or vice versa. Maybe add explosive and em damage too to some extent.
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Torval Sontu
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Posted - 2003.06.12 16:48:00 -
[2]
Lasers have no variation it is either thermal or em. Projectile has a choice in damage types not sure where you are going?
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Lurk
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Posted - 2003.06.12 16:58:00 -
[3]
Laser HAVE variation, they have em only crystals and crystals that deal more thermal than em damage. They also have a wider range spectrum - crystals that add range.
Currently anybody using Hybrids is using Antimatter when having a choice. Alright, this is due to the range modifier not working but there is no real special ammunition. I'd like to see a sniper ammo, an armor killer ammo and maybe a shield breaker. I mean why have dozens of ammo types if only one is used ?
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Aisha Veneficusa
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Posted - 2003.06.12 21:31:00 -
[4]
So? Fix ammo ranges and you'll kill the over use of anti-matter.
I don't think that's what you want, but that's what you're asking for.
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Lurk
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Posted - 2003.06.12 21:35:00 -
[5]
I'm asking for some more than just add 2 damage and decrease range by 10% and you got the next ammo. Take lasers for example. I can use a radio to snipe shields away. if i want more thermal i can take a multifreq for example.
When i use antimatter i always have about 50% thermal, 50% kinetic just the amount and range varies. would be nice to see plutonium has 10 thermal and 2 kinetic for example and antimatter on the other hand deal like 8 kinetic and 4 thermal.
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Valeria
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Posted - 2003.06.12 22:18:00 -
[6]
No need to turn Hybrids into Projectiles with cap usage, really. Although slight variations within Kinetic and Thermal damage wouldn't hurt.
While we're on the subject, anyone but me think Hybrids needs a massive boost to damage modifiers overall once range modifiers kick in? With Antimatter they will end up doing not only less damage than projectiles but also have less range, and with heavy cap usage to boot. Don't see why CCP increased damage on Projectiles and Lasers, it was actually fairly balanced towards the end of beta if you keep in mind that the range mods are supposed to work.
Edited by: Valeria on 12/06/2003 22:18:50 |

Fortoye Drak
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Posted - 2003.06.13 00:26:00 -
[7]
Hybrids currently dont make any sense - theyre supposed to be "King of range" but generally are not.
Lasers out-range hybrids in most classes as it is - with range mods in effect hybrids will be nothing short of waek projectiles with cap useage and no damagetype choice.
Or - rather useless to be honest.
If hybrids dont have superior range to "everything" what use are they?
Lasers reuquire no ammo - set advantage Projectile use "no" cap - set advantage
Hybrids... currently dont do much of anything.
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Jim Raynor
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Posted - 2003.06.13 02:12:00 -
[8]
Hybrids do indeed need to be fixed. There is no advantage to Hybrids at all, they use ammo, they use cap, they don't have range, there are no good magnetic field stablizers.. so.. what's the point of hybrid? Anyone? ------
ROBBLE ROBBLE |

Jarx Furmore
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Posted - 2003.06.13 02:40:00 -
[9]
Well... atleast as Caldari you have Hybrid as starter skill... thin reason I know ;) ------------------------------------------------ /e *mumble* is it here I write a cool quote or a funny text ? |

Damon Vile
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Posted - 2003.06.13 04:49:00 -
[10]
Crystal range mods don't work either.
100-175 damage at 34k with a weapon that has an AFO of 22k and equiped with a multi....imposible but I've done it lots of times.
Once they fix the range mods ppl will start using diffrent weapons and ammo. And I hope damage will come down alot for combat over 5k.
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Serge
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Posted - 2003.06.13 07:48:00 -
[11]
maybe three patches be4 projectile weapons were tweaked down massivly. at that time hybrids were the wepon of choice! Then projectiles got a tweak so that they now are way better than be4 and hybrids stayed like they were. So at least in our corp nobody uses hybrids atm ;)
I see that it will take a loot of tweaking to finalize wepon layout ... ***********************************************
... "we suddenly have a good 2 dozen Chicken Littles running about proclaiming tha |

Valeria
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Posted - 2003.06.13 12:07:00 -
[12]
(Taken from General discussion, thought it'd fit better in here.)
Hybrids weren't really better than Projectiles in beta. They were infact balanced. Projectiles did less damage, but had 0 to little cap usage (1 cap per shot for Dual 425mm Scouts). Hybrids did the most damage in the game, as they should, but at high costs; both ammo and heavy amounts of cap.
So how were they balanced if Projectiles did less damage then? Well you see, there's this thing called defensive modules, and Projectile users could devote all their cap to it whilst Hybrid users devoted all their cap to offense. They somewhat cancelled each other out that way. The extra damage of Hybrids was absorbed by the extra cap the Projectile users had.
In a Projectile ship you could stay in combat for as long as you had ammo. As a Hybrid user, you could do fast raids and deal lots of damage, but eventually you would have to retreat and might not be able to kill your target at all. I have lots of experience with this, and as a Projectile user during the last 2 phases of beta, I think they were very well balanced. I once fought 3 cruisers at once without armor damage in my Rupture using projectiles, while they were all struggling with their cap.
Then CCP raised damage modifiers of Projectiles and now there is no point in using Hybrids anymore. Nice work. |

Griss
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Posted - 2003.06.13 12:44:00 -
[13]
i see where lurk is going with this one. he is saying that like the projectile ammo the hybrid ammo type needs some more specilation like the projectile emp ammo and the sabbot rounds. as it stands right now the rounds do the same exact damage type. just each one is stronger then the last.
i personaly use antimater becauls of the em damage it dose. i agree though the mfs (magnetic feild stabilzer) needs to be fixed.
Edited by: Griss on 13/06/2003 12:47:42 ------------------------------------------------ nomad, vagabond, call me what you will. |

Selila
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Posted - 2003.06.13 13:10:00 -
[14]
Before they boosted projectiles and essentially removed hybrids from the discerning pilot's arsenal, the fixed damage types of hybrids was part of the price you paid for using them.
The combination of thermal and kinetic is pretty good, better on the whole than lasers' EM/Thermal, and a round of AM S is more damaging than almost all projectile rounds - or it would be if there was a decent weapon to fire it from.
As long as hybrid weapons are brought back into line in terms of damage-output, I don't see any justification for increasing the variation in damage types - either in 'realism' terms or in balance terms - it's the hybrid weapons that are the problem, not the damage profile of the ammo.
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