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Nynaeve Ares
Animus Incarnate
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Posted - 2008.06.15 15:06:00 -
[91]
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Atari Sakura
Wings of Redemption Black Flag Alliance
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Posted - 2008.06.15 23:22:00 -
[92]
/signed
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Dave RaithSphere
Systematic Construction
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Posted - 2008.06.15 23:40:00 -
[93]
i agree myself with the OP
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Destovel
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Posted - 2008.06.16 09:18:00 -
[94]
Arties need some loving! No question
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Akyla
Bears Inc Violent-Tendencies
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Posted - 2008.06.16 14:56:00 -
[95]
/Signed
Everything has already been said, artillery is just useless nowadays and 1400mm's are worst of all. ________________________________ All your honey are belong to us! |

Transmaniacon
Strike-Force-Alpha
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Posted - 2008.06.16 15:18:00 -
[96]
Edited by: Transmaniacon on 16/06/2008 15:26:05 When I think of Artillery, I think of ordnance, something with a blast radius. Why not incorporate that idea into the game? Let me elaborate,
While artillery has low tracking, compared to railguns and lasers, it could be compensated for by giving it a blast radius per-say. When its fired, if it hits the ship, then damage is inflicted normally, however, shots that would miss, or glance, could receive partial damage, so as to make artillery more like missiles. There could be an explosion velocity skill for projectile shells, and it could give the artillery the "always-hit" nature of missiles. Generally when artillery hits the general vicinity, its going to do some sort of damage to its intended target, and I would like to see this incorporated. The game dynamics support this with missiles already, so there is no huge physics requirement to work out. I would accept a RoF increase, to augment the nature of the weapons, but I think this could be a great addition, and really fulfill the role of artillery.
Edit: In order to justify something exploding without actually making any contact, the charges could be timed. In fact, they could make a new set of projectile ammo for artillery, so AC and artillery have their each. (would save them from explaining why the same ammo works in 2 different ways)
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Grann Thefauto
Tribal Liberation Force
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Posted - 2008.06.16 17:24:00 -
[97]
I fully agree. There isn't much reason to fit artillery on my cane or any other ship that I fly when I can get close to the same alpha with ACs and infinitely better tracking/dps that way. I get 1500 alpha with 720 T2 Artillery and 4 t2 gyros, 1200 Alpha with 425 T2 ACs and one t2 gyro on a hurricane with BC5.
Completely absurd if you ask me, easily out damaged by my stealth bomber with minimal missile skills.
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Maitsu
GoonFleet GoonSwarm
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Posted - 2008.06.16 20:05:00 -
[98]
Edited by: Maitsu on 16/06/2008 20:04:49 For people saying that since they are capless they should be a lot ****tier. Remove capboosters then maybe that would be true. Even then you'd be hard pressed to run out of cap in 90% of fleet fights.
When people ask how to fit Tempests in GF they are often met with "Fit a tempest? Easy! Train Amarr."
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Laughlyn Vaughns
Lagos-Vaughn Industries
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Posted - 2008.06.16 21:53:00 -
[99]
Edited by: Laughlyn Vaughns on 16/06/2008 21:54:51 I agree that they do need sum lovin 
But if i remember right, wasnt the ammo clipsize of the Arties reduced as a balance to th ezero cap use in RmR patch? Am pretty sure there was sum balance done which has lead to the 1400 IIs only holding bout 10 rounds.
Its really dreadfull cos when i used my Mach with 1400 IIs i'd get am NPC BS's tank *****ed only to run out of ammo and it'd sort itself out even ith arti spec lv4 and the extra gunery skills to lv5.
Admittedly the NPC was Draben Kuvaki (or summat along them lines) but my over tanked "under powered" standard raven broke tank easily.
If anything i would like to see the ammo capacity restored back to normal (double) or as OP mentioned the damage increase by 25% to give that extra punch for what is the worst ammo clip in the eve universe.
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Guillame Herschel
The Graduates Brutally Clever Empire
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Posted - 2008.06.16 23:44:00 -
[100]
Mos def. -- The Theorem Theorem: If If, Then Then --
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Orb Lati
ANZAC ALLIANCE Southern Cross Alliance
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Posted - 2008.06.17 01:30:00 -
[101]
What i would love to see is to have arties only hold 1 shot, but quickly reload automatically from the cargo hold and continue firing. Then balance could be reworked on varying reload cycles.
"We worship Strength because it is through strength that all other values are made possible" |

Moon Kitten
GoonFleet
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Posted - 2008.06.17 02:25:00 -
[102]
Minmatar battleships and/or large artillery needs to be rebalanced and brought back in line with the other races battleships due to the changes brought on by the introduction of scripts.
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Wrayeth
Inexorable Retribution
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Posted - 2008.06.17 02:35:00 -
[103]
/signed
Large artillery (and artillery in general) needs significant help. Large clip sizes or universal ammo sizes and more alpha, for starters. -Wrayeth n00b Extraordinaire "Look, pa! I just contributed absolutely nothing to this thread!" |

Zeminy
The Knights Templar Pure.
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Posted - 2008.06.17 03:29:00 -
[104]
I agree. ~ * ~
~ * ~ |

Rane Javoke
Tribal Liberation Force
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Posted - 2008.06.17 10:04:00 -
[105]
Artillery having the lowest dps of all long range turrets sits fine with me tbh, since it fits minmatar "philosophy" to forego damage for mobility and hit & run tactics (i.e. high alpha to quickly pop target and get away).
After the hp boost, the said concept doesn't apply anymore, so i'd very much appreciate and recommend a boost to damage modifiers and a nerf to rof in order to keep dps where they are(and small clips won't bother us then since they will take longer to go "click").
Range and tracking are fine IMO, as admittedly projectiles are not the most advanced weapons in new eden.
To rectify this, and offer fleet snipers some love, maybe change the tempest to 5% dmg/lvl, 5% optimal/lvl in order to fill the sniper niche and rectify the optimal nerf scripts caused.
my 2 isk. Signature Your signature exceeds the 24000 byte limit allowed on the forums. -Darth PatchesOnly by 17 bytes! |

no013
Stormwolf Holdings LLC
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Posted - 2008.06.17 14:26:00 -
[106]
Agree Artillery cannons = Worst Dps, tracking, range and ammo cap. No cap... Why do we need cap for anything els if your sniping. |

Myrkala
Aurora Acclivitous
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Posted - 2008.06.17 23:16:00 -
[107]
Boost Alpha Considerably Nerf rate of fire a bit
This translates to:
25%-75% more alpha 2%-5% more DPS Nerfed ROF
3rd tier would be nice too, but thats just me dreaming.
"Ruppie ain't no puppie." |

Hortoken Wolfbrother
Sniggerdly Pandemic Legion
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Posted - 2008.06.18 01:12:00 -
[108]
1400mms are terrible. Having both a char that uses them and a highly spec'd apoc....... I feel ******** in a 1400mm ship.
1400mms have like the worst fitting, the worst range, the worst dps, the worst tracking.
And at sniping ranges (160km), the apoc does almost as much alpha.
Artis need something.
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Kraken Kill
Foundation R0ADKILL
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Posted - 2008.06.18 01:47:00 -
[109]
You cant fit 6x T2 1400s on a Tempest. That screams Broken. Then you need 2x Sensor boosters to lock as far as the tremor can hit, and another two tracking enhancers/Comps to hit about 140 optimal. Then if you want Gyros ontop of that, along with a fitting mod, well you have no tank, and the tracking is entirely awful with Tremor, only able to hit stationary battleships. |

Aneu Angellus
Rubra Libertas Militia
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Posted - 2008.06.18 02:26:00 -
[110]
ya ________________
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Bad Harlequin
Chiroptera Factor
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Posted - 2008.06.18 02:39:00 -
[111]
Originally by: Kraken Kill You cant fit 6x T2 1400s on a Tempest. That screams Broken. Then you need 2x Sensor boosters to lock as far as the tremor can hit, and another two tracking enhancers/Comps to hit about 140 optimal. Then if you want Gyros ontop of that, along with a fitting mod, well you have no tank, and the tracking is entirely awful with Tremor, only able to hit stationary battleships.
this and then some. don't think the mechanics can be fixed until a role for them is settled on. what's arty FOR? once that's decided, the needed changes will be clearer.
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-- we all live in a yellow subroutine -- |

Transmaniacon
Strike-Force-Alpha
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Posted - 2008.06.18 13:04:00 -
[112]
Originally by: Myrkala Boost Alpha Considerably Nerf rate of fire a bit
This translates to:
25%-75% more alpha 2%-5% more DPS Nerfed ROF
3rd tier would be nice too, but thats just me dreaming.
This would be ideal change, and I would love to see a third tier of artillery, but unless the fitting requirements are changed significantly, theres no way in hell a bigger gun would fit. *Trans imagines an 1800mm Siege Cannon... , then thinks of 8 on a maelstrom... ,... *
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Kyle Welder
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Posted - 2008.06.18 14:39:00 -
[113]
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Greyhair
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Posted - 2008.06.18 19:03:00 -
[114]
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Bahamir
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Posted - 2008.06.18 22:28:00 -
[115]
/sing
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Felix Dzerzhinsky
Wreckless Abandon Un-Natural Selection
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Posted - 2008.06.19 07:01:00 -
[116]
not supported.
If the damage mod is increaced, then the clip size stays the same and ROF goes down. That means you get your alpha, but the dps stays the same (you are supposed to have the lowest dps in the game.) This I would support because its balance.
If the clip size is increaced, then the ROF goes down and Damage Mod remain the same since reloading is balanced with ROF.
If ROF is increaced, then the Damage mod needs to come down, and the clip remains the same - but this option makes it a gimped hybrid turret.
Pick one, not all.
As for capless. . .I'm sorry, its a big deal. You have high alpha (the hp boost affected everyone) and a good selection of damage types against armor tanked or armor HP-Buffed (which is most ships in fleet) ships. Yes, 1400s are sub-par, but they can too easily become too good. The above selection is what I would work with, which do you choise?
(I would pick higher damage mod myself) ----
GO BLUE!! |

Junko Ni'Kan
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Posted - 2008.06.19 07:40:00 -
[117]
Signed
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Transmaniacon
Strike-Force-Alpha
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Posted - 2008.06.19 11:57:00 -
[118]
Originally by: Felix Dzerzhinsky not supported.
If the damage mod is increaced, then the clip size stays the same and ROF goes down. That means you get your alpha, but the dps stays the same (you are supposed to have the lowest dps in the game.) This I would support because its balance.
If the clip size is increaced, then the ROF goes down and Damage Mod remain the same since reloading is balanced with ROF.
If ROF is increaced, then the Damage mod needs to come down, and the clip remains the same - but this option makes it a gimped hybrid turret.
Pick one, not all.
As for capless. . .I'm sorry, its a big deal. You have high alpha (the hp boost affected everyone) and a good selection of damage types against armor tanked or armor HP-Buffed (which is most ships in fleet) ships. Yes, 1400s are sub-par, but they can too easily become too good. The above selection is what I would work with, which do you choise?
(I would pick higher damage mod myself)
If there were to be a bigger alpha, the RoF would be increased. I think some of us may have been interpreting the wording differently. Rate of Fire could mean to some the time inbetween, thus making it higher, makes the guns slower. However, I think you are thinking of it as a literal rate, of which higher means faster firing. Anyway, the general consensus thus far is either better tracking, or a bigger alpha with a slower firing time. The DPS would thus remain the same.
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procurement specialist
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Posted - 2008.06.19 13:55:00 -
[119]
make the rof extremly fast and give it a 4 clip size. This would be an alternative to more damage and slower rof. It would then have high burst damage and need to reload or have high alpha and then a long time between shots.
why can't 1200mm be burst guns and 1400mm be high high alpha guns?
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Bambi
Existentialist Collective
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Posted - 2008.06.19 14:43:00 -
[120]
I havent read every single post in this thread, but one thing people ssem to be missing out is that Min ships, especially the BS are a little more flexible in thier tanking ability than other BS. You have the option to go for an active shield or armor tank, I'd like to see someone armor tank a Raven, although someone probably flies one. maybe this is why Arties are missing the Dev Lovin atm
EVE is dead, long live EVE!
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