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Liang Nuren
Perkone
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Posted - 2008.05.19 15:29:00 -
[241]
Originally by: Marn Prestoc
My proposal for CCP to test would be to... - Tremor: Increase falloff by 40% (x1.4).
- 1400mm T2 arty: Increase damage by +25% (x1.25). Increase ROF by +23% (x1.23) slowing it down. Just to be clear SLOWING rof DECREASES dps. Increase clip size by 2 shots taking 10 shots to 12.
Nice post.
-Liang -- It was an honor to participate in the Insurgency campaign in Branch. o7 to all involved. |

Jalif
Minmatar
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Posted - 2008.05.19 15:58:00 -
[242]
Originally by: Marn Prestoc
My proposal for CCP to test would be to... - Tremor: Increase falloff by 40% (x1.4).
- 1400mm T2 arty: Increase damage by +25% (x1.25). Increase ROF by +23% (x1.23) slowing it down. Just to be clear SLOWING rof DECREASES dps. Increase clip size by 2 shots taking 10 shots to 12.
by this:
/signed
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Pr1ncess Alia
Caldari Perkone
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Posted - 2008.05.19 16:44:00 -
[243]
outside of the damage mods / tracking mods are those graphs using setups? (ie: the maelstrom is using 8 turrets, the megaT is using 7 turrets etc etc..)
and if its not TOO much bother: -can we get a tempest into that graph so we can see the matar tier 2 bs performance?
and tachyons prob shouldn't be on the graph as they are kinda in a class unto themselves.
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Siddy
Minmatar Art of War Cruel Intentions
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Posted - 2008.05.19 17:09:00 -
[244]
STOP COMPARING MAELSTROM TO ARMAGEDDON!
Thank you.
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Naomi Knight
Amarr
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Posted - 2008.05.20 08:14:00 -
[245]
Originally by: Marn Prestoc Edited by: Marn Prestoc on 19/05/2008 09:42:38 Just a few diagrams to show the dps/range and volley damage and what a couple of the more basic changes suggested would do.
I used Maelstrom against pretty standard Mega, Apoc and Rokh fittings.
Dps against Range - Here we can see how the range sucks even using 3 range modules. We also can see how having more falloff makes very little difference when optimals are 150km+ and falloff is only 35km.
Dps with reloads against Range - If we're going to bring arguements about cap use into this then this should be the comparison used as weapons will have to reload before cap using weapons/ships have cap issues. I think this one shows the difference between the minmatar snipers and the Megathron very well, practically same dps with less range, tracking and harder fitting.
Both of the above images show a simple change of adding a falloff bonus to Tremor of +50% that helps the range a lot, but in a minmatar way.
They also show a swap of Maelstroms ROF bonus to DMG, this isn't a swap that keeps DPS the same (would need a bigger DMG bonus) but you can see in volley damage against time the effect it has. I think this demonstrates to me that the DPS needs to be kept the same or increased slightly while increasing the volley damage. Slowing the ROF will reduce the problem of the clip size but it should still be increased by a few shots imo.
My proposal for CCP to test would be to... - Tremor: Increase falloff by 40% (x1.4).
- 1400mm T2 arty: Increase damage by +25% (x1.25). Increase ROF by +23% (x1.23) slowing it down. Just to be clear SLOWING rof DECREASES dps. Increase clip size by 2 shots taking 10 shots to 12.
This would produce: Dps against Range - You can see a slight DPS increase along with a real benifit in the new increased falloff range. Dps with Reloads against Range - With a slower ROF and 2 more shots the dps decrease due to reloading is reduced. Volley damage against Time - We can see the increase in volley damage and with the ROF not being slowed to much the time that volley damage is ahead is increased.
Just a quick suggestion really with clear numbers and effect they have, if anything more i'd like the clip size increased more.
Hmm rokh seems preaty poor according to these graps and it has cap issues to + use ammo so reload issue ,maybe CCP should boost Rokh+rails.
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Marn Prestoc
Minmatar The Black Mamba's
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Posted - 2008.05.20 08:24:00 -
[246]
Edited by: Marn Prestoc on 20/05/2008 08:24:24
Originally by: Naomi Knight Hmm rokh seems preaty poor according to these graps and it has cap issues to + use ammo so reload issue ,maybe CCP should boost Rokh+rails.
Typical... only look at certain things and draw a conclusion. Lets totally ignore the range with only 1 tracking module (so can fit tank mods easy) and the tank bonus that actually helps it when sniping unlike the Maelstrom. -
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Naomi Knight
Amarr
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Posted - 2008.05.20 08:37:00 -
[247]
Originally by: Marn Prestoc
Originally by: Naomi Knight Hmm rokh seems preaty poor according to these graps and it has cap issues to + use ammo so reload issue ,maybe CCP should boost Rokh+rails.
Typical... only look at certain things and draw a conclusion. Lets totally ignore the range with only 1 tracking module (so can fit tank mods easy) and the tank bonus that actually helps it when sniping unlike the Maelstrom.
:P I've learned it from my matar buddies from the forum :) as they didnt account into: sig radius, ship agility, pos shooting, small engadements into their conclusions, so yes when only looking at thing where matar is subpar and neglecting others makes fake results. Matar race is ok so do arties, only thing is not that is reloading in lag and it is a game issue not an arty , could be fixed by optimizing reloading and reactivation of guns on target.
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Etho Demerzel
Gallente Holy Clan of the Cone
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Posted - 2008.05.20 09:17:00 -
[248]
Originally by: Naomi Knight
Originally by: Marn Prestoc
Originally by: Naomi Knight Hmm rokh seems preaty poor according to these graps and it has cap issues to + use ammo so reload issue ,maybe CCP should boost Rokh+rails.
Typical... only look at certain things and draw a conclusion. Lets totally ignore the range with only 1 tracking module (so can fit tank mods easy) and the tank bonus that actually helps it when sniping unlike the Maelstrom.
:P I've learned it from my matar buddies from the forum :) as they didnt account into: sig radius, ship agility, pos shooting, small engadements into their conclusions, so yes when only looking at thing where matar is subpar and neglecting others makes fake results. Matar race is ok so do arties, only thing is not that is reloading in lag and it is a game issue not an arty , could be fixed by optimizing reloading and reactivation of guns on target.
Sig radius, ship agility and small engagements are irrelevant regarding long range weapons. If we were talking about Autocannons that would certainly have to be considered though.
For POS shooting all that matters is DPS, and for fleet fights as demonstrated ad nauseum what matters is DPS/EHP. The Rokh can have very high EHP, even if its dps is lower than the Maelstrom, which happens only up to 160 km or so, the rokh will still have a better DPS/EHP relation and therefore will come at the top.
The Rokh, although being a much better sniper than the Maelstrom or the Tempest, is still much worse than the Apocalypse, I will give you that.
=====
"If a member of the EVE community finds he or she cannot accept our current level of transparency, we bid you good luck in finding a company that meets your needs." - CCP kieron... |

Marn Prestoc
Minmatar The Black Mamba's
|
Posted - 2008.05.20 10:29:00 -
[249]
Originally by: Naomi Knight :P I've learned it from my matar buddies from the forum :) as they didnt account into: sig radius, ship agility, pos shooting, small engadements into their conclusions, so yes when only looking at thing where matar is subpar and neglecting others makes fake results. Matar race is ok so do arties, only thing is not that is reloading in lag and it is a game issue not an arty , could be fixed by optimizing reloading and reactivation of guns on target.
Sig Radius: Maelstrom is HUGE. Ok Tempest is quite small but at 100km+ it has a tiny effect thats barely worth mentioning, besides if it gets Transversal up to make use of its signature it will hurt arty before hurting beams or rails.
Agility: Same as Caldari ships... How awesome is that!
Pos Shooting: Sure because using ammo is an advantage over not using ammo! Laser ships rock for this with a few mod adjustments can just sit firing none stop where arty is using up ammo and having to activate guns after every reload.
Small Engagements: Don't see many snipers in small engagements. I have been in them, I was in Huginn webbing for arty Ruptures and if they were Tempests/Maelstroms i'd prefer to just have Abaddons with a cap booster since its a "small" engagement so won't run out of cap before its over. Much more damage for about same volley damage.
Want to bring up anything else that is low in significance when talking about sniping? -
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Trefnis
Minmatar R.U.S.T. Un-Natural Selection
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Posted - 2008.05.20 10:48:00 -
[250]
Liang i have read that 13p topic you posted on the first page (done it long ago so had to refresh).
Could i ask you to make same sim for apoc vs mael/pest with something like 100% dmg increas and adjusted rof (so DPS is the same) and see if that helps in 10v10 up to 100v100 ?
That would answer if alpha is of any use in large fleets (doupt it) but maybe it will give us place in small sub 10-15 bs fights. That would be something at least.
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Jalif
Deviance Inc Nocturnal Legion
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Posted - 2008.06.21 10:29:00 -
[251]
Edited by: Jalif on 21/06/2008 10:34:35 Well, I am going to put some figures here. This would be an extreme change to artillery. It will not look like any other long range weapon in eve either.
I will use the 1400mm t1 as basic model. Also I would add some modifications to the Tracking Enhancer & Tracking Computer also
1400mm Capacity changed from 0.5 to 0.75 - 50% increase in clipsize - Clip is really just way to small. This increase will help our little DPS a bit (counted in reloading) & Help in Fleetbattles
Accuracy Falloff changed from 35km to 80.2km - 220% increase in falloff - Like AutoCannons we will fight in falloff. This will give us as minmatar a nice option. Get closer & the damage gets higher, but the risk is higher caughed by smaller ships.
Damage Modifier changed from ~6x to ~16x - Increase of 267% of damage modifier - This brings our Alpha a bit back. Other reason is why this is so high because it will have to snipe in falloff. So on 90.2km it already loses 50% of its damage. So the damage modifier that the enemy feels will be ~8x
Optimal Ranged changed from 40km to 10km - 25% of current range - Simple, our guns shouldn't be overpowered & fighting in optimal would make artillery to powerfull in Alpha.
------ If you see the stated above. Ofcourse we are not going to fight on a range of 90.2km. Therefore we have to modify the tracking enhancers & tracking computers too.
Tracking Enhancer I (Optimal Bonus on those is 10%) Add bonus of 15% of falloff - Reason: why it is bigger then optimal is that you need more falloff to achive the same damage as optimal.
Tracking Computer I (Optimal Bonus on those is 5%) Add bonus of 7.5% of falloff - Reason: Same as tracking Enhancer.
EDIT: This is a general idea. Every arty in this game doesn't do a good job. I made procentages so you could aply it to other arties too. Only thing what has to be looked at is what the diffrence would be of t2 & diffrent sizes of arties.
Originally by: CCP Dionysus We like to share the lub.
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Constable Detritus
PURE Legion Pure.
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Posted - 2008.06.21 11:33:00 -
[252]
Originally by: Jalif Edited by: Jalif on 21/06/2008 10:34:35 ...
Damage Modifier changed from ~6x to ~16x - Increase of 267% of damage modifier - This brings our Alpha a bit back. Other reason is why this is so high because it will have to snipe in falloff. So on 90.2km it already loses 50% of its damage. So the damage modifier that the enemy feels will be ~8x
Optimal Ranged changed from 40km to 10km - 25% of current range - Simple, our guns shouldn't be overpowered & fighting in optimal would make artillery to powerfull in Alpha.
------ If you see the stated above. Ofcourse we are not going to fight on a range of 90.2km. Therefore we have to modify the tracking enhancers & tracking computers too.
Tracking Enhancer I (Optimal Bonus on those is 10%) Add bonus of 15% of falloff - Reason: why it is bigger then optimal is that you need more falloff to achive the same damage as optimal.
Tracking Computer I (Optimal Bonus on those is 5%) Add bonus of 7.5% of falloff - Reason: Same as tracking Enhancer.
EDIT: This is a general idea. Every arty in this game doesn't do a good job. I made procentages so you could aply it to other arties too. Only thing what has to be looked at is what the diffrence would be of t2 & diffrent sizes of arties.
Bad idea, as everyone and their grandmother would fit arties to Megas, Rokhs, Geddons and rely on the tackler to get into optimal range for arties. That was the reason Arties were nerfed after all, because they were fit on non-Matari ships for the alpha. ¦¦¦ Eve what it lacks in frames per second it more than makes up for with drama per thread. |

Jalif
Deviance Inc Nocturnal Legion
|
Posted - 2008.06.21 11:50:00 -
[253]
Originally by: Constable Detritus
Originally by: Jalif Edited by: Jalif on 21/06/2008 10:34:35 ...
Damage Modifier changed from ~6x to ~16x - Increase of 267% of damage modifier - This brings our Alpha a bit back. Other reason is why this is so high because it will have to snipe in falloff. So on 90.2km it already loses 50% of its damage. So the damage modifier that the enemy feels will be ~8x
Optimal Ranged changed from 40km to 10km - 25% of current range - Simple, our guns shouldn't be overpowered & fighting in optimal would make artillery to powerfull in Alpha.
------ If you see the stated above. Ofcourse we are not going to fight on a range of 90.2km. Therefore we have to modify the tracking enhancers & tracking computers too.
Tracking Enhancer I (Optimal Bonus on those is 10%) Add bonus of 15% of falloff - Reason: why it is bigger then optimal is that you need more falloff to achive the same damage as optimal.
Tracking Computer I (Optimal Bonus on those is 5%) Add bonus of 7.5% of falloff - Reason: Same as tracking Enhancer.
EDIT: This is a general idea. Every arty in this game doesn't do a good job. I made procentages so you could aply it to other arties too. Only thing what has to be looked at is what the diffrence would be of t2 & diffrent sizes of arties.
Bad idea, as everyone and their grandmother would fit arties to Megas, Rokhs, Geddons and rely on the tackler to get into optimal range for arties. That was the reason Arties were nerfed after all, because they were fit on non-Matari ships for the alpha.
Sorry, but the tracking of arties is amazing bad. You need 1 other ship special dedicated to jsut to web & target paint that ship. You would be better off with 2 hurricanes & probably that would be cheaper too. Also you are talking about a situation of 2v1. Just on the moment it becomes 2v2, you will see that this tactic wont work.
Ah btw, instead of just saying it is bad? Why don't you help me then out to make it better?
Originally by: CCP Dionysus We like to share the lub.
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Siddy
Gay Nationalist Association of Amamake
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Posted - 2008.06.21 12:03:00 -
[254]
Edited by: Siddy on 21/06/2008 12:04:41
Some very good ideas there.
I feel that CCP shuld go nuts on 1400mms, think out of the box, (or hire me) cause the currents wepon systems are so homogenised, that there is point using only 1 (best) of them.
There is not reason to chose over others due to no benefits from suposed "racial variety"
IE, Lasers > * because neither rails or artys offer you anything "special" to compencate for lack of DPS.
(and with new Apoch, you made rokh obsoleat, GG CCP - please sack your devs responsible for amarr) 
1400mm's shud get back the alpha, on that not all agree, but screw them.
1400mms shuld be diferent from rails and lasers, on this, we all agree. Making gun that is similar to rails or lasers but only worse is waste of my skillpoint, time and faith in EVE.
------------- T'ey see me t'Rollin, t'ey hatin, pa'trolli. T'ey trying catch me writing dirty... |

adriaans
Ascendant Immortalis
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Posted - 2008.06.21 12:13:00 -
[255]
Siddy knows what he' talking about, alpha IS important
Liang....seriously....no offence..but..you got no clue on how important alpha can be in combat...(that includes back in the days and PRESENT times) -sig-
Support the introduction of Blaze M crystals for Amarr!
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Siddy
Gay Nationalist Association of Amamake
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Posted - 2008.06.21 12:23:00 -
[256]
Edited by: Siddy on 21/06/2008 12:24:41
Originally by: Jalif Well, problem is, where & when do they start listing to us? What do we have to do to make a diffrence? Cause I am not going to wait like the pilgrim dudes 8 months with no result. In the meanwhile, I just keep on skilling for amarr.
To unnefr minmatar last time, it took a fullscale protest in Matar, there were a rallies to demonstrate opinions and thoughts abaut CCP. and some odd 5 months whining on forums.
So we culd start organising 500+ manblobs that voice opinions abaut current, obvioslt broken ships, not limiting to minmatar.
When we visit jita few times, im shure they will lissen. ------------- T'ey see me t'Rollin, t'ey hatin, pa'trolli. T'ey trying catch me writing dirty... |

Jalif
Deviance Inc Nocturnal Legion
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Posted - 2008.06.21 12:26:00 -
[257]
Originally by: Siddy
Originally by: Jalif Well, problem is, where & when do they start listing to us? What do we have to do to make a diffrence? Cause I am not going to wait like the pilgrim dudes 8 months with no result. In the meanwhile, I just keep on skilling for amarr.
To unnefr minmatar last time, it took a fullscale protest in Matar, there were a rallies to demonstrate opinions and thoughts abaut CCP. and sme odd 5 months whining on forums.
So we culd start organising 500+ manblobs that voice opinions abaut current, obvioslt broken ships, not limiting to minmatar.
When we visit jita few times, im shure they will lissen.
Hehehe... I will contact you ingame for this. In the meanwhile I just keep on posting & training amarr.
Originally by: CCP Dionysus We like to share the lub.
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Siddy
Gay Nationalist Association of Amamake
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Posted - 2008.06.21 12:28:00 -
[258]
Originally by: Jalif Edited by: Jalif on 21/06/2008 12:26:53
Originally by: Siddy
Originally by: Jalif Well, problem is, where & when do they start listing to us? What do we have to do to make a diffrence? Cause I am not going to wait like the pilgrim dudes 8 months with no result. In the meanwhile, I just keep on skilling for amarr.
To unnefr minmatar last time, it took a fullscale protest in Matar, there were a rallies to demonstrate opinions and thoughts abaut CCP. and sme odd 5 months whining on forums.
So we culd start organising 500+ manblobs that voice opinions abaut current, obvioslt broken ships, not limiting to minmatar.
When we visit jita few times, im shure they will lissen.
Hehehe... I will contact you ingame for this. In the meanwhile I just keep on posting & training amarr.
EDIT: Feck, forgot I have a standing of -10.0 So I won't be able to get into Jita... :P
blessed are the alts and shuttles, as goons have shown us ------------- T'ey see me t'Rollin, t'ey hatin, pa'trolli. T'ey trying catch me writing dirty... |

albert camus
Corp 1 Allstars Consortium Alliance
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Posted - 2008.06.21 12:36:00 -
[259]
Why not drop the Clip size to 1 or 2 shots and up the damage 500% or so, a weapon that destroys ships like artilery should. Dps should Stay low
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Jalif
Deviance Inc Nocturnal Legion
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Posted - 2008.06.21 12:42:00 -
[260]
Originally by: albert camus Why not drop the Clip size to 1 or 2 shots and up the damage 500% or so, a weapon that destroys ships like artilery should. Dps should Stay low
\
An Other idea, I like it, but I geuss a lot of people are going to flame on it.
Originally by: CCP Dionysus We like to share the lub.
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Constable Detritus
PURE Legion Pure.
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Posted - 2008.06.21 13:36:00 -
[261]
Edited by: Constable Detritus on 21/06/2008 13:38:20
Originally by: albert camus Why not drop the Clip size to 1 or 2 shots and up the damage 500% or so, a weapon that destroys ships like artilery should. Dps should Stay low
Woot 
Just give our BS really good modifiers, so the other races would not fit arties. Cut down tracking a little bit, tweak signature resolution so a webbed BS at range would not be a guaranteed hit.
@ Jalif: I gave you a reason why it is a bad idea. I needed albert's post to come up with something better, though.
EDIT: I kan spel kno ¦¦¦ Eve what it lacks in frames per second it more than makes up for with drama per thread. |

Jalif
Deviance Inc Nocturnal Legion
|
Posted - 2008.06.21 13:47:00 -
[262]
Originally by: Constable Detritus Edited by: Constable Detritus on 21/06/2008 13:38:20
Originally by: albert camus Why not drop the Clip size to 1 or 2 shots and up the damage 500% or so, a weapon that destroys ships like artilery should. Dps should Stay low
Woot 
Just give our BS really good modifiers, so the other races would not fit arties. Cut down tracking a little bit, tweak signature resolution so a webbed BS at range would not be a guaranteed hit.
@ Jalif: I gave you a reason why it is a bad idea. I needed albert's post to come up with something better, though.
EDIT: I kan spel kno
1400mm Capacity changed from 0.5 to 0.75 - 50% increase in clipsize - Clip is really just way to small. This increase will help our little DPS a bit (counted in reloading) & Help in Fleetbattles
Accuracy Falloff changed from 35km to 80.2km - 220% increase in falloff - Like AutoCannons we will fight in falloff. This will give us as minmatar a nice option. Get closer & the damage gets higher, but the risk is higher caughed by smaller ships.
Damage Modifier changed from ~6x to ~60x - Increase of 1000% of damage modifier - This brings our Alpha a bit back. Other reason is why this is so high because it will have to snipe in falloff. So on 90.2km it already loses 50% of its damage. So the damage modifier that the enemy feels will be ~8x
ClipSize Reduced to 1/2/3 shots
Tracking & Signature Resolution changed (made even worse). Reason: Check the above post
Optimal Ranged changed from 40km to 10km - 25% of current range - Simple, our guns shouldn't be overpowered & fighting in optimal would make artillery to powerfull in Alpha.
-----------------
Well, do you like this Constable? - I think that this change is a bit to much... but yeah.. for the fun..
************ BOOST MINMATAR!!! ************ |

TheMailman
GreenSwarm Atlas Alliance
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Posted - 2008.06.23 11:12:00 -
[263]
Edited by: TheMailman on 23/06/2008 11:12:21 okay time for some outta box... hmmm hmm  
Arties(well projectiles i guess) wouldnt have clip sizes, instead queues of ammunition, size of queue depends on the gun, but lets say 3 for sake of argument for 1400mm.
It'd boost little dps(moar nerf needed), and make minmatar more minmatar again, tape-wise.
like you'd have the shot loaded in your gun: gun - queue - queue - queue - cargo EMP - EMP - EMP - EMP - (rest)
and if you wanna change your ammo type it'll have to cycle through those old shots, dunno if game mechanics would allow this kind of a mod easily or not...
really crap idea to work on ?
edit: i always fail at typing |

Siddy
Gay Nationalist Association of Amamake
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Posted - 2008.06.23 11:30:00 -
[264]
Edited by: Siddy on 23/06/2008 11:30:26
Originally by: Jalif
1400mm Capacity changed from 0.5 to 0.75 - 50% increase in clipsize - Clip is really just way to small. This increase will help our little DPS a bit (counted in reloading) & Help in Fleetbattles
Accuracy Falloff changed from 35km to 80.2km - 220% increase in falloff - Like AutoCannons we will fight in falloff. This will give us as minmatar a nice option. Get closer & the damage gets higher, but the risk is higher caughed by smaller ships.
Damage Modifier changed from ~6x to ~60x - Increase of 1000% of damage modifier - This brings our Alpha a bit back. Other reason is why this is so high because it will have to snipe in falloff. So on 90.2km it already loses 50% of its damage. So the damage modifier that the enemy feels will be ~8x
ClipSize Reduced to 1/2/3 shots
Tracking & Signature Resolution changed (made even worse). Reason: Check the above post
Optimal Ranged changed from 40km to 10km - 25% of current range - Simple, our guns shouldn't be overpowered & fighting in optimal would make artillery to powerfull in Alpha.
-----------------
Well, do you like this Constable? - I think that this change is a bit to much... but yeah.. for the fun..
Little too radical numbers.
1000% is 
we are trying to fix the gun :D,
But yeah, general idea to make the 1400mms diferent is to
bring back alpha
increase RoF
then add little more alpha
tweak the trakcing acordingly if needet
Leave the range and falloff as it is, and balance gun to it acordingly.
im hoping for damage increase to something like ~275% from now. And RoF increas to ~200%
Since artillery is by far not "long range" anymore as it used to be, outranged by everything else in its class, the Damage buff along alpha buff seems deserved.
And that is virtualy justifyed by the fack that you are reduced to 10 rounds of hig damage ammo. Poorest tracking and shortest range of all long range wepons.
We shuld realy stop calling them 1400's "long range" wepons, It shuld be Shock wepon, or a mobile car launcher.
------------- T'ey see me t'Rollin, t'ey hatin, pa'trolli. T'ey trying catch me writing dirty... |

To mare
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Posted - 2008.06.23 12:34:00 -
[265]
Originally by: Trefnis Liang i have read that 13p topic you posted on the first page (done it long ago so had to refresh).
Could i ask you to make same sim for apoc vs mael/pest with something like 100% dmg increas and adjusted rof (so DPS is the same) and see if that helps in 10v10 up to 100v100 ?
That would answer if alpha is of any use in large fleets (doupt it) but maybe it will give us place in small sub 10-15 bs fights. That would be something at least.
id love to see the results of this simulation as well if liang dont mind the work
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Dennis Nedry
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Posted - 2008.06.23 12:41:00 -
[266]
Use ACs
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To mare
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Posted - 2008.06.23 12:49:00 -
[267]
ACs are broken anyway less than arty but still subpar to all the others large weapon system
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Marn Prestoc
The Black Mamba's
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Posted - 2008.06.23 12:56:00 -
[268]
The problem with changing the base falloff value of the guns is close range ammos end up having stupidly long range.
As far as the small clip size, slow ROF, huge damage (balanced DPS due to lots of reloading reloads) idea i'd prefer a 1600mm tier to be that so you have a realistic alternative to that because that weapon system would be seriously limited if server performance is poor (lag = ages for reloads).
Hence, fix arty then look at new tier for those suggestions because I think its more likely for small adjustments to be done sooner than the drastic changes. -
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Tearavygh Quillam
Cutting Edge Incorporated RAZOR Alliance
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Posted - 2008.06.23 13:13:00 -
[269]
Originally by: Marn Prestoc The problem with changing the base falloff value of the guns is close range ammos end up having stupidly long range.
Which won't be quite as unbalancing as it looks.
I used to use the Tempest in long range and short range engagements. Now I'm using the Apoc exclusively in any of these roles and I'm telling you, Apoc with T2 Mega Pulses is a beast. 450dps at 130km -> 150km is insane.
...
Regarding the original problem. The artilleries surely need more Alpha, be it in less guns, better damage mod / higher rof, better damage mod / 1600mm.
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Siddy
Gay Nationalist Association of Amamake
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Posted - 2008.06.23 13:24:00 -
[270]
Originally by: To mare
Originally by: Trefnis Liang i have read that 13p topic you posted on the first page (done it long ago so had to refresh).
Could i ask you to make same sim for apoc vs mael/pest with something like 100% dmg increas and adjusted rof (so DPS is the same) and see if that helps in 10v10 up to 100v100 ?
That would answer if alpha is of any use in large fleets (doupt it) but maybe it will give us place in small sub 10-15 bs fights. That would be something at least.
id love to see the results of this simulation as well if liang dont mind the work
because simulating 100 vs 100 fight is same thing that fighting it on TQ...

clue, want to sell it. ------------- T'ey see me t'Rollin, t'ey hatin, pa'trolli. T'ey trying catch me writing dirty... |
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