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To mare
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Posted - 2008.06.20 07:18:00 -
[1]
minmatar BS are ok projectile weapons are crap
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To mare
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Posted - 2008.06.20 13:06:00 -
[2]
tempest isnt broken, projectile weapons are.
yes a 7th turret, 7th low or agility boost will make the pest a bit better but this dont solve the problem.
fix the guns and automatically you fix tempest + maelstrom.
the only good minmatar BS is the one who use torpedo + drones as is main damage source.
for the LOL a maelstrom do better dps,range,everything with laser than with projectile where its supposed to have a bonus. Ok it will cap out in no time but in minmatar hit and run strategy that wouldnt matter too much.
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To mare
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Posted - 2008.06.20 15:59:00 -
[3]
ammo dont matter. barrage have 44 dmg scorch have 44 dmg ammo have the same dmg, the gun its crap.
(hail & conflagration have both 56dmg if someone use them)
--- EMP have lower dmg because long range projectile have more dmg than others races long range ammo, i will never understand that but i live with it.
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To mare
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Posted - 2008.06.20 16:12:00 -
[4]
Originally by: Trojanman190 Edited by: Trojanman190 on 20/06/2008 16:03:07
Originally by: To mare ammo dont matter. barrage have 44 dmg scorch have 44 dmg ammo have the same dmg, the gun its crap.
(hail & conflagration have both 56dmg if someone use them)
--- EMP have lower dmg because long range projectile have more dmg than others races long range ammo, i will never understand that but i live with it.
Maybe you are right, the (raw)damage itself isn't to much a problem. I still feel that the falloff is a huge problem and needs to be looked at.
yes i was just pointing out that the dmg of the ammo isnt the main problem. even if you fix emp, projectile weapon are still subpar. just look at the "test" you did maestrom with scorch VS maeltrom with barrage (same ammo dmg)
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To mare
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Posted - 2008.06.20 22:57:00 -
[5]
they wont change the slot layout its a tempest not a fake mega or geddon. about drone bay, if u want to use drone get a phoon, tempest should be: warp in > BANG BANG > kil somethin > warp out > repeat.
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To mare
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Posted - 2008.06.20 23:37:00 -
[6]
Originally by: Gavin Darklighter Edited by: Gavin Darklighter on 20/06/2008 23:22:19 Just boosting autocannon damage would not do anything meaningful for the tempest unless you boosted it to a level that made the Maelstrom unstoppable, and even then we still have the problem of the Maelstrom making the Tempest obsolete.
maestrom turret dps is just a 5% better than the tempest, see double bonus VS single bonus.
tempest can still equip neuts or remote repper w/o gimp the dps maelstrom cant.
or put launchers on tempest and it will outdps the mael
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To mare
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Posted - 2008.06.21 00:10:00 -
[7]
Originally by: Gavin Darklighter Sure, if you don't want a meaningful tank.
active shield tank arent that good for pvp anyway. and mael tank isnt that good when u fit mwd web disruptor (injector if u want to run the tank a bit).
but speaking of effective turret mael is just a 5% better than pest, that said pest have 2 free slot. other than that mael is slow and handle like a brick.
ant tbh i think a T3 BS is allowed to do some heavy damage, just look at the abbaddon.
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To mare
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Posted - 2008.06.22 10:17:00 -
[8]
Originally by: Veryez Since we're brainstorming ideas, throw this on the pile. Those of us who fly the tempest really don't want the layout changed. The 8/5/6 layout means no matter how you set it up you will never armor tank as well as an 8/4/7 layout or shield tank as well as an 8/6/5 layout. While some have suggested giving the Tempest a 7th gun (which surprisingly a torp launcher in the 7th slot does about the same dps) or 7th low (better tank), how about this. Increase the bonuses. Make it a true DPS platform - it would be the simplest solution. Nothing overpowered, but enough to overcome the passive tanks that other races can field. While I haven't run the exact numbers, try something like 7.5% ROF per level, 7.5% Damage per level which should increase DPS by around 28.5%.
If we use Blind Jhon's numbers in post 112, the Tempest's DPS with that setup would be around 17.3 DPS - hardly game breaking, yet a significant step in the correct direction. Add in the suggestions for 150m3 drone bay and 100m3 bandwidth and the ship would be back without stepping on either the Mael's or Phoon's toes.
Even with these changes I think Artillery needs work (i.e. at very least a larger clip size) but this magnitude of change is the type that's needed.
you cant change the bonus of tempest like this without breaking tha maelstrom bonus of minmatar BS are really cool slot layout of minmatar BS is just OK but isnt that bad at all drone bay of minnie BS are balanced minnie arent a drone race
guns are clearly BROKEN, autos are subpar to everything and arty are just crap right now.
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To mare
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Posted - 2008.06.22 12:23:00 -
[9]
id like to see something from CCP first. if they plan to do something or if we should just start train for amarr
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To mare
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Posted - 2008.06.25 09:06:00 -
[10]
some ideas i had:
Autocannons: 1)make the difference between the different tier of weapon noticeable 2)increase falloff with the tier of the gun 3)increase weapon DPS (unbonused) to a level between blaster and laser DPS should be blaster > projectile > laser. laser will always get an edge over the 18km due to their range but at least autocannon can have a use in 5-15km range.
arty: 1) boost arty DPS to the level of megabeams not decreasing ROF but increasing dmg mod (i would still preferr a HUGE alpha boost wit rof adjusted accordingly but we know what CCP thinks about alphastrike). before laser user whine about cap usage megabeans have better tracking and alot better range (balance) tachyons have still better dps. 2) clip size increased can be good but im not that fussed on it.
minmatar BS: i think minmatar BS will be fine once adjusted the weapons they use.
PS: hail sux like all the T2 short range ammo. fix the damn EMP and RF EMP since noone use long range weapon T1.
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To mare
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Posted - 2008.06.25 11:21:00 -
[11]
Originally by: Kagura Nikon [ eemm NO. LAsers are supposed to be the highest damage one before ship bonuses. That si why amarr ships get cap usage bonus and not damage bonus.
i always tought blaster was
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To mare
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Posted - 2008.06.25 12:35:00 -
[12]
Originally by: Kagura Nikon
nope. Blasters are the highest damage AFTER ship bonus applied. Projectiles are SUPPOSED to be the WEAKEST before bonus applied. Why?because minmatar ships have ROF bonus (the best damage bonus) to compensate. If AC had same base damage as lasers, then a maelstrom would be spitting like 1400 dps!!! Completely overpowered
do the maths and you will see that blaster have the best dps before the ship bonus, laser have the best range.
so: -blaster have the best raw dps short range. -laser have the best range and very good dps. -projectile have what? tracking?
1400 dps on a maelstrom (i really doubt you will geat really 1400 with laser dps) can seem overpowered in EFT but in real game you have real slow and not agile ship who will never get at range to deal is full dps, plus it is an active shield tank and we all know how shield tank are crappy in pvp.
PS: if you want to find something really owerpowered look at the abbaddon
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To mare
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Posted - 2008.06.25 13:54:00 -
[13]
Originally by: Naomi Knight Ah another matar whine thread ... If you always sux in pvp it is your problem , the minmatar bses and guns are fine so stop whining over EFT numbers and learn the game. There are lots of counters that a matar player can use against enemy battleships use those and bring a buddy to help you,thats all is needed nothing else.
It is strange that nowadays there are more matari whine threads than the other 3 races alltogeather. Looks like all little kids are here after they skilled out their FOTM vagabonds.
all that said from someone who always whine in all the nano thread
at least here we want to boost our toys we trained when they was good. we not asking to nerf others ppl toys.
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To mare
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Posted - 2008.06.25 15:24:00 -
[14]
what about make projectile weapon use cap and boost performance to others weapon level?
adjust capacitors of minmatar ship as well of course
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To mare
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Posted - 2008.06.25 16:13:00 -
[15]
arty dont need more range, laser and rail are made for range, arty need more alpha.
minmatar arent made for large fleet battle, thats amarr stuff ant they are damned good at it. minmatar are made (or supposed to) for small gang when you warp in kill something fast and run away. my favourite idea i saw in this forums are increase dmg mods alot and adjust rof and if ccp dont want to do that i hope they will increase arty dps (increasing dmg mod for a bit more alpha) in line with others long range weapons. if someone comes out with "but projectile use no cap!" they have to remember that laser & rail can snipe over 200km while arty are lucky if they get a 160km, you use the cap to compensate the +40km of optimal.
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To mare
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Posted - 2008.06.26 12:22:00 -
[16]
i would like to try for 1 day a tempest with 6 missile hardpoint + 4 guns hardpoint and bonus shifted from projectile to siege+cruise 
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To mare
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Posted - 2008.06.27 09:12:00 -
[17]
Originally by: Blind Jhon
4) why the hell abaddon 110m/s, rock 110m/s, hyperion 130m/s, MAELSTROM 115m/s??? fix mael velocity asap
hyperion its clearly a blasterboat it need the speed to get close and pwn your face. maelstrom can get a 30km falloff so it need less to get close.
minmatar != must have best speed.
- boost autocannon DPS - fix arty - increase falloff with the tier of the gun - leave the ships bonus as they are
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To mare
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Posted - 2008.06.27 09:45:00 -
[18]
Originally by: Veryez Edited by: Veryez on 27/06/2008 08:49:47 Edited by: Veryez on 27/06/2008 08:34:45 Expanding on my earlier post, since hybrid ships get damage bonuses and projectile ships get ROF bonus the differences in DPS becomes smaller. The DPS results are as follows:
Electrons > dual 425Ęs by 19.1% Ions > 650Ęs by 20% Neutrons > 800Ęs by 21.8%
Since we want to close this gap (but not make projectiles overpowered) I suggest the following: Raise EMP (all types) to be equal to other high damage ammoĘs (even reduce carbon if you wish to keep total damage the same), increase the damage modifier on 650Ęs by 1% and increase the damage modifier on 800Ęs by 2.5%. Finally increase all minmatar battleship bonuses to be 6% ROF per level, instead of the current 5% now. Do not change any other bonuses. Now the results will be:
Electrons > Dual 425Ęs by 11.1% Ions > 650Ęs by 10.9% Neutrons > 800Ęs by 10.9%
For the Tempest, since it gets a ROF and damage bonus, itĘs guns will actually do more damage than a mega one for one, however since the mega has an extra gun, it will still out damage the Tempest by 3.6% (not including drones where the difference becomes much larger) as opposed to the current 13.75% (before drones). Yes the Tempest can mount an extra Torpedo launcher, however it only does 94.25% of a t2 800, so it will not bring the tempest above an mega (when factoring in drones), only closer.
Artillery is another story, but with the 6% ROF per level, they will become much closer to being fixed.
Edit - For those gal pilots that are blanching at this, remember the mega has an important advantage over the Tempest (besides it's drones), for every mag stab added, it gains a damage bonus on 7 weapons while the Tempest can only bonus 6 weapons. So in the reality of Tranquility, the 3.6% difference is actually always bigger and with the extra low, the mega has an easier time fitting in damage mods.
the tempest is a double dmg bonus BS so its made to hurt.
ACs need a boost and on the bigger tier 2,5% is hardly a boost.
ACs need a UNBONUSED dps between blaster and laser. ---- range: laser > autocannon > blaster damage blaster > autocannon > laser balanced ---- range: laser > autocannon > blaster damage blaster > laser > autocannon unbalanced ----
ship bonus reflect the ship personality: tempest double dmg bonus = GANK BS no other bs get a double dmg bonus
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To mare
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Posted - 2008.06.27 12:49:00 -
[19]
20%rof reduction on ACs is too much i agree but its just stupid they have less dps than laser when laser have a way better range. a 10% rof reduction would put them in line with laser for raw damage at 0m but half dps than laser at laser optimal range.
as blind john said you dont need alot of tracking when you can deal full damage at 45km
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To mare
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Posted - 2008.06.27 12:54:00 -
[20]
Originally by: Gavin Darklighter Just fix EMP and Hail, switch the fifth med slot on the Tempest to a seventh low slot, and give the Tempest less shields and more armor.
so we can have the weak copy of the megathorn right?
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To mare
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Posted - 2008.06.27 13:32:00 -
[21]
Originally by: Veryez
Maybe I wasn't clear in my post, but the total increase in DPS would be between 9% and 10% for 800's. By giving the majority of the bonus to the ship you don't make projectiles more powerful on non-matari ships, which has always been a concern @ CCP. Changing the ROF bonus on all matari battleships from 5% per level to 6% per level is a better than 7% increase in DPS by itself. AC's are not as underpowered as some make them out to be, they only need a little work, Artillery needs bigger changes.
Besides how much would you boost AC's?
i just dont get the point of why you want to change the ships bonuses when you can go straight to the problem and fix the gun. about the problem of the other races who might want to fit our guns i think ccp fixed that.
- amarr got theyr 2 main problem fixed, EM res on armor lowered by 10% and the unbonused weapon on apoc a amarr player have to be stupid to reject a 25% ROF on geddon, 25% dmg on abbaddon or 37.5% optimal on apoc for a weapon that before ship bonus have only a 5% better dmg and have a way worst range. - gallente wont never fit our guns because blaster are better and they get even better with the +25% dmg that all their BS have. - caldari dont have the powergrid to fit minmatar stuff.
i dont care how much they boost AC (if they ever will) i just want to see the rule about range and damage respected on the weapons, increase damage = decrease range.
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To mare
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Posted - 2008.06.27 14:33:00 -
[22]
Originally by: Trojanman190
Id be training amar if I didn't want a carrier so bad.
thats even a better reason to start train for amarr. if minmatar bs sux anything bigger sux even more
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To mare
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Posted - 2008.06.27 14:45:00 -
[23]
1100 dps on a maelstrom can seem good, but to do that kind of dps you have to use hail (that is good only for paper numbers) and you have to use 4 gyrostabilizers, on a T3 battleships.
it dont seems that good to me
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To mare
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Posted - 2008.06.27 15:47:00 -
[24]
some question on what you think about increasin AC optimal: wont they become too similar to laser ? if you boost optimal soo much you plan to reduce falloff? what about barrage? you plan to change AC otimal even on medium and small AC? what about vaga?
imho a change in falloff (see increase falloff with tier of gun)is more feasible
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To mare
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Posted - 2008.06.27 15:59:00 -
[25]
i want to know who said that minmatar BS have to do the weakest dmg
because everyone here is thinking thats the way to go
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To mare
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Posted - 2008.06.27 16:08:00 -
[26]
Originally by: Boz Well The problem with increasing falloff is that it does little to impact how much damage you do at closer ranges. It just allows the autocannons to hit out to longer ranges, which tends to be artillery's role. It'd make them more versatile I suppose, but you'd still get outclassed by other battleships in all relevant ranges.
Would they become too similar to lasers? They still use no cap, they still use matar ammo (no lenses), they still are easy to fit, they still have longer falloff. The only difference is they'd be more useful than the present implementation.
with a falloff of 60km with 800mm + barrage + ambit rigs you can still deal a good amount of your paper dps at 30 km
with similar to laser i mean the high range thing and omg no cap use its becoming more a curse than a advantage.
PS. i can already see the whines for a vaga with 10km otimal 
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To mare
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Posted - 2008.06.27 17:35:00 -
[27]
i was just kidding about the whines for a 10km optimal vaga i would love it.
on a more serius thing what change if you get 10-20 km optimal but no dmg on AC? at short range you still get pawned badly by blaster boat at long range you stell get outdamaged by a laserboat because they have more range and more dps.
even with 20km optima you still in the middle range between laser and blaster with subpar dps and bad tank, the only good tanking bs we have is the typhoon.
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To mare
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Posted - 2008.06.27 18:30:00 -
[28]
yes maelstrom can tank very well in PVE if anyone do mission with matari ships but for pvp when you fitted mwd(mandatory) point(always good to have) cap booster (if you want to run your X-L booster) you have 3 slot left usually X-L booster,amplifier,invuln II. you can hardly get a 500 dps tanked vs a mega a lot less vs laser this mean your shield will last a good 15 seconds before the mega start bite your armor, at that point you are just death meat. probably switching the cap booster for something else your shield can last a bit more but i think you got what i mean.
on the other hand you can passive tank the mael and get something like 110+ EHP and 100 shield regen with no falloff rigs you also get 10000free power grid left (yes 10k) i wish i had a T4 autocannon for it 
now i EFTed a bit pls forgive me
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To mare
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Posted - 2008.06.27 18:31:00 -
[29]
Originally by: Siddy Edited by: Siddy on 27/06/2008 18:28:52 Remove large projectiles from game, replase them with lasers and cover it all with Roleplaying that Minmatars switched to lasers on the bigger ships due to metals cant the the stress caused bla bla bla
EVERYONE HAPPY, oh and replace large wepons skills with lasers or something.
And devs dont need to use brains either.
/signed
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To mare
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Posted - 2008.06.27 19:03:00 -
[30]
Originally by: Trojanman190
stuff i dont like
where we are supposed to win here?
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To mare
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Posted - 2008.06.28 12:01:00 -
[31]
about arty i already know i wont get what i want (see alpha).
but now im fixed about autocannon i dont get the point why you all already gave up on the fact they must sux in dps. |

To mare
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Posted - 2008.06.28 12:22:00 -
[32]
even if a tempest would be able to push MORE dps than a mega (i dont want that but you get the idea) the tempest would still die for the bad tank, i dont call that overpowerd.
but AC shoud have more dps than laser at short range, and thats not.
why when you load a ammo in avery single gun you trade damge for range in every weapon system even in missle. why this is broken when u speak about blaster projectile laser?(cap isnt the answer its just an excuse).
i can fly gallente minmatar and soon amarr at the best they can do, just tell me a good reason to bring my minmatar BSs out of the hangar even with a 10-20km optimal on my ACs i dont see any, tell me where we are supposed to have an advantage a turn the battle to our side with a minmatar BS.
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To mare
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Posted - 2008.06.30 09:04:00 -
[33]
Edited by: To mare on 30/06/2008 09:05:07
Originally by: Blind Jhon
0-3000m Blasters > ACs > Lasers
what?
fitting requirements are balanced on the ships where the weapon is supposed to go as astrophobic pointed out before. leave the fittings req. out of comparison please.
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To mare
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Posted - 2008.06.30 12:50:00 -
[34]
Originally by: Forge Lag Every time nanoes are mentioned someone muses in with "adapt, use minmatar recons" and "vagabond is ment to go fast".
So what about you adapt and use laserboats? Because those are ment for fleet work.
every race can nano and kill nano some race are even better than minmatar on nano side of the game. every race have the tools to kill a nanoship minmatars dont have the tools for a fair BS combat sized fight.
PS: nano != vagabond. |

To mare
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Posted - 2008.06.30 14:35:00 -
[35]
optimal boosted dont solve the problem. why you would do wolf pack with minmatar BS where all other bs just do it better. agility dont solve the problem. cheaper hull is just useless (see insurance) who told you that minmatar BS have to sux in dps, just look at the tempest the lowest defensive BS with 2 dmg mods its clearly made to hold some firepower.
for hit and run tactics you need the punch that projectile dont have.
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To mare
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Posted - 2008.06.30 14:53:00 -
[36]
Originally by: Neutrino Sunset
Originally by: To mare optimal boosted dont solve the problem. for hit and run tactics you need the punch that projectile dont have.
See...
Originally by: Neutrino Sunset Increase apha on artillery by decreasing rof and increasing damage mod... I see no reason why we can't have at least half as much alpha back as we used to have with a 25% boost or thereabouts.
with a +25% alpha you need something like 15+ minmatar BS to oneshot a decent buffer tanked BS if you need to shot a 2nd volley there are plenty of other BS who just do it better. |

To mare
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Posted - 2008.06.30 14:57:00 -
[37]
Originally by: Ulstan If 'train minmatar recons' is an adequate answer to people dissatisfied with how they can counter nanos, then I think it's appropriate to tell you all to just train gallente battleships. There's a definite sense of minmatar pilots wanting it both ways here.
Quote: but AC shoud have more dps than laser at short range
Absolutely not. AC's use no cap, and thus should have less DPS than the other turret short range options.
I see you are unhappy at the active shield tank on Minmatar ships, but wouldn't all your same issues apply to caldari ships as well? What about changing the slot layouts on some of the 'versatile' minmatar ships so they can do one or the other thing better?
ok i change it projectile should have more dps at short range than torpedo because torpedo have far better range.
tank isnt a problem when the gank can compensate its a problem when you lack on both. |

To mare
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Posted - 2008.06.30 15:03:00 -
[38]
Originally by: Boz Well
Originally by: To mare optimal boosted dont solve the problem. why you would do wolf pack with minmatar BS where all other bs just do it better. agility dont solve the problem. cheaper hull is just useless (see insurance) who told you that minmatar BS have to sux in dps, just look at the tempest the lowest defensive BS with 2 dmg mods its clearly made to hold some firepower.
for hit and run tactics you need the punch that projectile dont have.
Mael can hit over 1000 DPS, and if the optimal was respectable, that's plenty imho. If we could deal maelstrom DPS out to an optimal range between blasters and lasers, then our tracking/fitting/cap use more than make up for slightly less DPS. It'd be very competitive with other BS damage. I don't call that sucking at DPS.
If the tempest needs a seperate boost, so be it. But if you adjust projectiles based on the tempest, you'll throw off Mael/Phoon imo.
you call 1000dps with 4 damage mods respectable? when there other BS can do that 20% or 30% better and with a better tank? |

To mare
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Posted - 2008.06.30 15:18:00 -
[39]
Originally by: Neutrino Sunset One shotting a buffer tanked BS is absolutely not the objective. There is a whole spectrum of possibilies between where large arty currently is and giving it a bit more punch. Somewhere along that spectrum is a point at which a few Tempests would be the perfect tool for breaking up a small gate camp of HACs and the odd BS.
oh yes do you ever used arty? if the hac move a bit (no need of mwd just a bit transversal) you will miss for the crap tracking, if the hac use approach its just stupid and he will die VS every BS no need of alpha. arty is nomore suitable for small target.
Originally by: Neutrino Sunset The devs have decreed that versatility is the curse by which Minmatar BS are effectively crippled. Even if we wanted the same rational slot and hardpoint layouts as other race's BS we would not get it. Although personally I think turning the Minmatar BS into clones of the other races BS would be an unimaginative and undesirable solution to the current problem of our BS not being good at anything at all.
minmatar versatility was ok when you was able to use your versatibility , see double nos, ecm and stuff who make you versatile. all the good items for versatility have benn nerfed so now our BS are no more versatile. |

To mare
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Posted - 2008.06.30 15:41:00 -
[40]
Originally by: Boz Well Assuming faction ammo (which is fair for pvp), 3xgyro's puts you at 1058 with drones. I consider that fair.
you already know you will never get your paper DPS on a real battle the mael is too slow & fat to get in range.
and even if you put a 4th gyro on the ship and get the 1100 dps you are still below to the others races. not speaking of the tank if you active tank with a XL booster you dont stand a chance to win even with more punch than the opponent
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To mare
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Posted - 2008.06.30 16:09:00 -
[41]
with a 20km gun optimal (400% boost lol) you will get 10km optimal with faction ammo or a drop in dps with barrage.
and even with a optimal boost you still have LESS range than laser and LESS dmg
and actually with 4 gyro for the 1100dps you are actually wasting slots, because other BSes can match that with 1 or nothing at all damage mods.
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To mare
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Posted - 2008.06.30 17:34:00 -
[42]
if you boost the optimal of AC u will have a weak copy of laser but as a weak copy it dont shine in anything.
about boosting alpha AND tracking of arty is no possible CCP intentionally nerfed tracking to dont allow arty hit small things. abut increasing alpha or you increase it alot to make it worthwile or 25% make close to nothing. a +25% dmg mod can be good if you dont touch the rof |

To mare
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Posted - 2008.06.30 17:53:00 -
[43]
Originally by: Boz Well
Originally by: To mare if you boost the optimal of AC u will have a weak copy of laser but as a weak copy it dont shine in anything.
about boosting alpha AND tracking of arty is no possible CCP intentionally nerfed tracking to dont allow arty hit small things. abut increasing alpha or you increase it alot to make it worthwile or 25% make close to nothing. a +25% dmg mod can be good if you dont touch the rof
A copy of a laser, except lasers use lots of cap, lasers are harder to fit, lasers have worse tracking, projectiles have superior falloff and projectiles have to reload. So basically your point is it's a copy of lasers because what, they both have range longer than blasters? My turn to .
If you were advocating higher DPS than lasers while at the same time making projectiles use cap again, then fine, I'd be on board. But it's silly to ask for higher DPS while retaining all our advantages.
my point is to get a weapon that dont sux even if you give a optimal bonus to AC they still sux. fitting isnt a issue as module are balanced on the ships where they are supposed to go(if you look at the fitting 1400mm should be better or equal than megabeams). cap usage its just racial flavor, minmatar BS have worst capacitor of ships that use cap to fire, and as i pointed out many times before why torp can push out a lot of dmg with a real dmg selection and no cap?
ah and for what you need all the capacitor you dont use for? |

To mare
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Posted - 2008.07.02 08:02:00 -
[44]
projectile dont sux because they use no cap.
projectile sux because they are intended to sux in almost everything that wasnt they old role. arty role was to end the battle before it even start and that was good but nerfs to tracking, stacking penality on dmg mods and the most important HP buff screwed they ONLY role (side note: abbaddon with tachyon have more alpha and thats just stupid).
ACs role was to dish out a decent (see subpar) dps at a decent range while the versatility of our ships could hold the enemy back (old nos, old ecm) and this was good, but the game evolved now nos is almost useless, ecm are good only on bonused ships, active tanking lost all his old fashion because passive tanking with buffed plates/extender and defensive rigs its just much better in almost any situation. the minmatar bs in the old times was fun to pvp because the pilot needed a brain to win if the pilot had the brain he could use the strong point of his ship to make up for the weakness, but now BS pvp have no more space for thinking pilot its just a matter of Xdps/Yehp ship VS Zdps/Kehp othership, who have more win. range still matter but only if is big enough, the 13-15km that minmatar BS was used to hold in the old days now count less than nothing when heated mid can close the gap, 30-40km can still do the job. short story AC where viable when other things on the same ship could make up for theyr lackness.
EVE has evolved during this 5 years but while the other races had the way to adapt, a good chunk of the minmatar line up has been stuck in the past. the other races copied our strong points and they become good as us and sometime even better (see nano cruiser/frigate), but minmatar dont have a way to copy other races style(big tank, big gank) and be effective with that.
atm when you undock with something minmatar bigger than a BC its like if you go to a actual war with a sword (or a crossbow if you are lucky) VS people with guns.
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To mare
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Posted - 2008.07.02 10:06:00 -
[45]
typhoon is the only minmatar BS who has been able to adapt to the current flow of the game. indeed is the only one who dont sux much. tempest and maelstrom needs love, give some love to projectile and at the same time you give some love to those 2 ships.
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To mare
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Posted - 2008.07.02 11:18:00 -
[46]
Originally by: Siddy
Typhoon is not bound to use minmatar primary weponsystem.
thats why its good
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To mare
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Posted - 2008.07.03 13:37:00 -
[47]
yes a +22 on ammo is a bit too much, you would see maestrom pushing out 1600+ dps at close range and 1500+ dps tempest, honestly i would love it but its overpowered.
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To mare
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Posted - 2008.07.04 09:43:00 -
[48]
Edited by: To mare on 04/07/2008 09:45:16 im mostly agree with Siddy. +15%dps on ACs is what they need to be on par with other weapons. i say +10% on 425 , +12,5% on 650 , +15% on 800.
and of course all the others guns get a range bonus with the increase of the tier, why projectile shouldnt get this too. imho optimal can stay as they are but change falloff on 650 and 800. 425 stay at +16km (no change), 650 get a +19(+3km), 800 go at +22 (+6km).
chainlink is more a RP thing than a real utilty even 800 can carry 60 charges and the last for a bit, -10 seconds in 2 min of firing dont improve AC alot it just provide an easy way for ccp to say "we fixed ACs!"
1400mm need to shine again they need a GOOD alpha again. 1200mm can be boosted to be the new weapon of choiche for minmatars who need a fleet weapon. even if im still convinced that minmatars arent made for large fleet battle, there are already 3 races good at it make minmatars good for somthing else (read hit & run).
PS:please dont come out with all the crap about cap usage again.
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To mare
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Posted - 2008.07.04 14:34:00 -
[49]
Originally by: Veryez I still think the problem is with the ships and not only the weapons. Besides boosting weapons only makes other races stronger when using projectiles, which I feel is the wrong approach to take. Since weĘre at the point of radical ideas, consider the following:
ACĘs: 1) Scale falloff as gun size increases in the same proportion as optimal scales. 2) Raise EMP (and RF EMP) ammo to equal other high damage ammos - feel free to reduce carbon if desired
Artillery: 1) Reduce ROF by 10% (this is a boost for the unsure). 2) Triple clip size.
Ships: Phoon: 1) Switch shield and armor values 2) Increase bonus to 6% ROF per level for large projectiles (leave other bonus)
Mael: 1) Increase speed and agility to match current Tempest 2) Reduce PG so as not to fit Artillery 2) Increase Bonus to 6% ROF per level for large projectiles (leave other bonus)
Tempest: 1) Change bonus to 10% damage, 10% tracking (or optimal) per level 2) Change layout to 8/7/4 with 7 turrets/2 launchers 3) Increase PG/CPU to allow artillery/shield tank fit 4) Increase agility to match phoon, leave speed unchanged.
The attempt is to leave projectiles weak, so that other races wonĘt use them unbonused, yet boost the Minmatar BSĘs slightly. ThatĘs the key point, yes Minmatar BS are in general behind the other races, primarily because of the weakness of projectiles ū so make them better at using projectiles, rather than boosting projectiles and making them attractive to other races. Much like Caldari battleships, setting the minmatar battleships up as sheild tankers allows the use of more damage mods to hide the weakness of projectiles better. The Tempest gains it's alpha back - but not overpowered and becomes a true artillery ship. The reason I chose those numbers was that the DPS per gun on the Tempest would be unchanged, but adding the extra gun would result in an increase in DPS, which as Liang has proven is what is needed for a fleet ship, (however it still lags a Tach Abbadon in DPS by 21% as opposed to the current 41%). Obviously balance in numbers needs to be worked out on SiSi, but this is a first cut at a radical idea (Even I'm not sure I like a shield tanking Tempest, but it is sorely lacking a role). Discuss.
the only ship who was used to fit projectile weapons was the apoc because it had no boost, apoc now got its boost. someone have to be stupid to fit projetile weapon on a ship with a bouns for others weapons (yes even if you boost projectile). and tbh if everyone follow the tought "my weapon must sux or other races will use it" what happen if all the maestrom pilot start to fit megapulse on their ships?
with your tweakings you are basically making the tempest even more crap with ACs and maestrom a pure AC boat who cant use arty(minmatar versatility).
about the shield tank pest pls forget it, we already have the maelstrom with the crap shield tank dont need another.
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To mare
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Posted - 2008.07.04 15:34:00 -
[50]
FYI?
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To mare
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Posted - 2008.07.05 21:52:00 -
[51]
Originally by: Noelle Fay I suggest an exchange.
We buff your BS, but nerf your nano***gotry.
Deal?
i have a better one: meke minmatar BS able to nano like old nanophoon. no need of fix to weapons
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To mare
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Posted - 2008.07.07 09:44:00 -
[52]
Originally by: Mizear I didn't say the tempest was fine, I said that the tempest shouldn't be boosted in terms of DPS to outdps a geddon with a capless weapons at any range (even with barrage you have more cap/second left then a geddon using pulses).
if you read all the thread you will see that we are not asking a tempest who outdamage the geddon at every range (even if it should looking at the crap tank ), we(?) want the tempest outdamage the geddon at close range and get a advantage vs blaster boat outside their pwnzone.
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To mare
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Posted - 2008.07.08 06:36:00 -
[53]
Originally by: Veryez There is a way, and it might actually help the Tempest and all matari battleships in general. Boost active tanking, and I mean significantly boost. For example make active hardners (shield and armor) (t1) to 65% and (t2) to 70%, introduce a skill that reduces cap use on hardners (shield and armor) and reduce PG and CPU need of shield boosters and armor reppers by 15% each. Lastly reduce cap use of both by 20%. Make it so that an active tank can be made better than a passive tank. And for good measure stacking nerf plates and extenders again. CCP wants battles to last longer - there you go. We want capless weapons to matter - bingo, make people want to active tank again.
the hardener thing is cool but it will make overpowered all the armor tank mission ships, the repper thing is just pointless in pvp in 1vs1 good repper can make the difference but already in 2vs2 the active tank hold no chances, things can get only worst with higher numbers.
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To mare
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Posted - 2008.07.08 06:44:00 -
[54]
for the people who keep saying that AC shouldnt outdamage laser do you realize that ACs have 11-14% less dps than laser. even if you boost ACs dps by a 15% they still worst than laser due to small range?
hell atm even a blaster at the end of its falloff outdamage a AC at the same range
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To mare
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Posted - 2008.07.08 07:26:00 -
[55]
Originally by: Boz Well There's room to buff autocannon DPS and optimal both, so that their DPS is comparable to lasers and their optimal is in between blasters and lasers. I just see it being a bit much for them to be capless/easy to fit/yada yada and outdamage lasers, which have lots of drawbacks. Equal damage, but shorter range, sounds fair to me though. Definitely a lot more fair than the current state of things.
whats the point of having a optimal between laser and blaster if your damage isnt between laser and blaster.
and tbh it will be ok for me if AC use cap to shoot to be inline with others weapon, but at 2 conditions: 1-fix ours ships capacitor 2-missile launcher must use cap as well
if you say projectile are subpar because they use no cap you are just wrong.
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To mare
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Posted - 2008.07.08 07:50:00 -
[56]
if using no cap is such a great advantage can you tell me for what you need all the cap you dont use shooting? the advantage of using no cap to fire is nothing vs the abilty to damage your enemy.
actually i never heard a gallente pilot whining because because hybrid use too much cap.
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To mare
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Posted - 2008.07.08 08:11:00 -
[57]
indeed cap usage isnt that great thing to justify a crap weapon system.
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To mare
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Posted - 2008.07.08 08:39:00 -
[58]
Originally by: Veryez First off, I doubt whether CCP is worried about balancing ships for PvE. I'm certainly not. If it was an issue, just add in more or harder hitting rats. The numbers are just suggestions, I had no time to run them and see it they were balanced. Reducing the fitting requirements and cap use is really for all races, not just matari. We want other races to use them, so that cap needs to be balanced between tank and gank. This is when matari ships can shine again, since we would only be using cap to tank.
It will have to be a significant boost to make it a better choice against passive tanks in some situations (better in all would be just as bad). Besides most people would less resistent to a boost for active tanking as opposed to a boost for projectiles alone. Just reversing some of the poor decisions CCP has made is another way to boost minmatar.
- reduce cap usage of tank is more an advantage for ships who already use cap to fire than for minmatar ships who no use cap to fire. - in pvp you aim for a omnitank if you go on the hardeners way you need 4 of them and tempest already lack the lows. - boosting reppers make a difference only in 1 vs 1. - trying to boost minmatar BS via tank you lose at start because minmatar is not build around tank, if you boost tank you boost other races more than what you do to minmatar. - i appreciate the idea at least we tinking about something different.
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To mare
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Posted - 2008.07.08 13:18:00 -
[59]
Originally by: Kagura Nikon
I always suggested , boost tempest and maesltrom making them WAY more agile. The curret extra agility has ZERO value because of MWD trick. MWD trick allows ALL bs no exception to turn and warp out in 10 second... always. no matter wich one. If tempest was able for example to turn and warp out in 8 second WITHOUT the MWD trick, then it would have a definitive advantage to be used on hit an d run and mroe survivability in fleet fights than other battleships.
sorry if someone here want to use a minmatar BS to kill stuff instead of warping out in 2 second less when things go bad. i see the agility of the maelstrom balanced if ccp give some love to projectile weapon. the maelstrom is big slow behemoth made to push great damage as drawback it have a mediocre tank and crap mobility(actually it have only the drawback).
Originally by: Kagura Nikon
Also change tempest to 10% damage per level and give 100M drone bay. result about same DPS but again an alpha increase.
leave the drone bay alone tempest is a gunboat no a drone boat
Originally by: Kagura Nikon
Arties NEED to be changed, they need their alpha back. double damage , halves rate of fire. Solves the clip size issue and the alpha issue.
agree
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To mare
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Posted - 2008.07.08 13:55:00 -
[60]
Originally by: Trojanman190
That's what has to change. The close range damage isn't the problem, it's the damage we do at the range we are supposed to be fighting at that is our problem.
Giving the tempest a bigger drone bay will make it to much like the maelstrom to be good. The balances need to stop changing the ship into another ship, that can't possibly be what we want.
The close range damage isn't the problem??? so when a weapon with optimal at 5km get oudamgaed by a weapon with optimal 24km there is no problem?
also im bored to see increase drone bay as solution for every ships problem.
also i love siddy sometimes 
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To mare
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Posted - 2008.07.08 14:40:00 -
[61]
Originally by: Siddy
Why not all the times 
because when you claim for amarr boost you seem so serious that someone might believe you 
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To mare
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Posted - 2008.07.08 15:50:00 -
[62]
Originally by: Trojanman190
Yea, the close range damage isn't a problem.
Your statement implies that simply because a weapon has the lowest optimal, it should have the highest damage, which is clearly not the case in this game. There are a lot more factors that come into play than simply optimal range.
Optimal, Falloff, Tracking, Damage Type, Damage Amount, RoF, Capacity, Capacitor, and even the ships the weapons are mounted on has to be taken into account.
CCP made blasters the close range king and lasers the long range king, that leaves one area left for a weapon to feel unique, mid range. Unfortunately, there is no way that a weapon in this game can do more damage at its mid range than it can its max range, so we have to take a hit there.
Lasers take hordes of cap to use. I'm sure if they were solar powered capless weapons they would have the weakest dps in the game, but that is not the case. In their current capless state I don't think AC have any bussiness doing more damage than blasters or lasers inside of 10 - 15km. It would take some major changes to AC to make this acceptable.
1st optimal isnt a minmatar thing, falloff is even if it have drawbacks. 2nd even if ccp give you a 10 km optimal this dont change nothing (is better but hardly do anything) 3rd im not asking more dmg than blaster but more than laser 4th stop thinking minmatar BS should be worst than amarr/gallente BS
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To mare
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Posted - 2008.07.09 06:50:00 -
[63]
Originally by: Trojanman190
I've never once made a statement to that effect. All of my arguments have pointed to balancing us with respect to the mid range battle, ie, making us the best there. If I wanted to make our ships the worst I would not be in this thread because there would be nothing I would want changed.
how can you pretend to be the best at mid range if even at the point 0 laser kill you?
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To mare
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Posted - 2008.07.09 07:29:00 -
[64]
minmatar are the lots-of-guns race thats why we have the weakest tank on our ships. minmatar ships T1 are the only one with double dmg bonus i dont get why alot of you keep sayng that we should do less dmg just because we use no cap.
just to be costructive for this topic i give you a idea i got.
minmatar ships arent done to tank heavy damage (some can but . . .), minmatar ships are made to AVOID damage. few examples: - our frigate +cruiser sized vessel are made to be fast, speed tank= no damage if you are good enough to keep your speed high. - arty. the only reason for atry to exist was the alpha, if you can kill the enemy FAST via alpha you dont need the tank, dead cant shoot. - old tempest with ECM, jamming the enemy you dont need to tank. - can find but this thread is becoming overall annoying
of course there are exception to this line of tought but i like to think that minmatar was made to avoid damage
now that ecm and nos are dead on our ships what we can do to avoid damage? need something that give good advantege only to minmatar ships or we just end up boosting even more other races.
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To mare
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Posted - 2008.07.09 12:02:00 -
[65]
Originally by: Blind Jhon MONEO UT: we should avoid the "boost tank" approach and concentrate upon how to maximize damage from our ships, and our guns
amen
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To mare
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Posted - 2008.07.09 13:49:00 -
[66]
Originally by: Shinta Kobi I just wish artillery wasn't so subpar to everything else. AC's do ok, but arty's just seem to(for the lack of a better term)suck.
ACs are ok? ok in what?
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To mare
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Posted - 2008.07.09 13:58:00 -
[67]
Originally by: Siddy
Originally by: To mare
Originally by: Shinta Kobi I just wish artillery wasn't so subpar to everything else. AC's do ok, but arty's just seem to(for the lack of a better term)suck.
ACs are ok? ok in what?
didint you readthe memo?
They aperantly dont take cap, uh huh.
a huge minmatard advantage!!!!11
/facepalm
yeah cap usage i always forgot bout it.
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To mare
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Posted - 2008.07.09 14:29:00 -
[68]
Originally by: Shinta Kobi Edited by: Shinta Kobi on 09/07/2008 14:24:39
Originally by: Blind Jhon Edited by: Blind Jhon on 09/07/2008 14:10:40
Originally by: Shinta Kobi
With proper skills and setup, you have a reasonable amount of DPS and accuracy to kill off everything from drones to BC's in quick time. BS's take a little longer by nature, but they pop in the long run. RoF can't be ignored either. 
wtb shinta's modified 650mm  
did you compared you rasonable amount of dps whit others?
EDIT is this become a "nerf laser asap" or it's still a boost minmatard stuff topic?
Erm, as a matter of fact, yes.
Also, please read before posting. The comment you quoted was about AC's.  
My 'Cane with a friend's Drake ratting; using 720mm II's at optimal, I was doing half his damage. After refitting with 425mm II's, I was able to keep just up with his damage output.
So, back to what I was simply stating... Artillery kinda sucks...
since we are speaking about large projectile im kinda sure he was refering to dual 650mm wich is actually a AC
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To mare
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Posted - 2008.07.09 14:57:00 -
[69]
Originally by: Nian Banks Guys, I don't give a rats ass if its small, medium or large, even XLarge projectile weapons, they all have the same problems. They all need the same boost, all in proportion ofcourse but they need it.
yeah
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To mare
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Posted - 2008.07.10 07:33:00 -
[70]
Originally by: Trojanman190 Dude the guns should do less damage because they use no cap, not the ships. I agree 100% that a ship with two damage bonuses should top out for raw EFT dps. I completely agree that it's not fair that a ship with two bonnuses can't touch a ship with one damage bonus and a tracking bonus or a repair bonus. It's stupid and the minmatar ships with only 1 damage bonus end up with the crappiest dps of all.
and how you plan to do this ? giving stupidly high bonus to minmatar ships?
even if you boost projectile by 15% they will do just a 1/2% more than laser (yes 1% or 2% not more). i dont see that much game breaking, same dps but projectile have 5 km optimal while laser have 20+ km, i think 4X the range and overall better dps at range is a good reason for they cap usage
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To mare
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Posted - 2008.07.10 12:29:00 -
[71]
Originally by: Eledh guys, are you all forget that AC's is falloff weapon? are you forget that all projectile weapon has little fitting requirements? are you forget that we didn't need capacitor to activate our guns? are you forget about heavy energy destabilizers what we can use without any problem?
Few words about my Tempest fitting: 1.Think now full passive tank is more interesting than active on the Tempest 2.Rigs: 3x Trimark armor pump 3x 1600 Rolled 2x Gyrostabilizer's t2 1x DC t2 3.Weapon: 6x 650mm LAC's t2 (RF EMP Faloff near 20km / Barrage L faloff near 30km) 2x Heavy Energy Neutraliser's 4.We can fit without any problems all needed electronic: disruptor/web, then we need MWD/Heavy Cap booster and we have ONE FREE medium slot - we can fit ECCM or Sensor booster there :)
you seem to forget that you get a damage penality in falloff, you also forgot that fitting requirements are somewhat balanced on the ships where the module is supposed to go, you also forgot the fact when you passive tank your BS the capacitor lose alot of its meaning, you also forgot that even if you ran 2 neut on the opponent capinjected BS he still have alot of time to kill you, oh yes you also forgot to read this thread because all those things are already explained over time.
speaking about your fitting: guns have that low fitting requirements that you actually using the mid tier ? 3 plates and no EANM? do you think that fitting can actually VS a mega or a geddon?
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To mare
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Posted - 2008.07.10 14:48:00 -
[72]
Originally by: Kagura Nikon
stuff
in your comparison you forgot to add: - T2 ships - the fact that even the heaviest armor tanking BS have always a good 7-10k of shields - shield tanked caldari ships start to be very common encounter in space - hull dmg is equal for all dmg type (another good 15-20k EHP) - dmg type is a racial thing made to add diversity.
also the part that lowering EM resist on armor was a bad things for laser made me lol alot
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To mare
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Posted - 2008.07.11 12:11:00 -
[73]
Originally by: Veryez
1) Please swap the armor and shield values on the phoon (and a bit more PG would be nice - but I won't hold my breath on that), how can it possibly have more shields than armor?
agree also switch tempest armor and shield
Originally by: Veryez
The 'chaining ammo' idea, while I like it - I don't think it is something easily done with eve's engine, only CCP could tell us that.
chaining can be fun to have something different. it can be good for arty but do almost nothing for AC. also i see that a bit problematic when you have to change ammo type, for RP sence you should wait the end of a ammo type to switch to the next. a bit problematic
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To mare
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Posted - 2008.07.11 14:29:00 -
[74]
i did read something in the CSM forum about a projectile boost in the next meeting between CCP and CSM. projectile boost is in the bottom of the lowest priority but at least is there. crossfinger
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To mare
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Posted - 2008.07.11 14:42:00 -
[75]
Originally by: Boz Well When I looked at the CSM post, it was listed as 'large autocannon buff' and was low priority. Considering it didn't mention artillery or large projectiles in general, well, I think CSM's are kinda clueless on the topic and aren't going to be of much help. Artillery needs much more help than AC's.
i hope that when they look at large AC they realize that all projectile weaponry need a rework.
or they will just boost EMP to other short range weapon and say "we fixed" 
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To mare
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Posted - 2008.07.14 06:48:00 -
[76]
Originally by: Jim McGregor
Seriously, the Tempest could easily have 7 turrets without being overpowered. It would still be a average minmatar battleship, just less sucky. Compare it to the mega, dominix, raven, abaddon, rohk... it doesnt stand a chance.
I think the ship should at least have something to make it viable for combat.
a 7 turrets tempest wouldnt be overpowered because ACs are so sucky that a unbonused torpedo launcher give you the same dps of a double bonused AC. could be good for arty 7 turret give more alpha but thempest don have grid for 7x1400.
just fix weapons and the ships are fine.
@ blindjohn a dps increase via rof would be great but if you have to increase AC dps by a said number i rather prefer dmg increase or a mix dmg+rof. only rof make you use a ton of ammo (AC are already on top on ammo usage) and need to reload more.
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To mare
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Posted - 2008.07.14 16:07:00 -
[77]
Originally by: AstroPhobic The only problem with your first solution is you'll have to do one of two things:
1. Drastically increase damage. This makes problems when balancing vs. blasters. Autos shouldn't do more damage than blasters (even though they have more ehp ), so you have to be careful there.
2. Drastically increase falloff to make autos better than lasers at midrange. This introduces problems with autos getting stupid ranges with barrage, falloff rigs and falloff bonuses.
Now, I haven't run any numbers yet, but I don't think you find the balance between 1 and 2 without encountering either problem.
Which is why I'm promoting an optimal.
no need more dmg than blaster. just put AC dmg output between blaster and laser and increase falloff with the tier of the gun so we can have: range = laser > AC > blaster damage= blaster > AC > laser
a optimal boost is good if you have a T2 ammo that boost said optimal, atm we have barrage and it give a falloff boost.
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To mare
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Posted - 2008.07.15 06:38:00 -
[78]
Originally by: AstroPhobic But then we're still outdamaged by lasers by the time midrange starts due to the wonderful falloff damage.
w/o the dmg boost i say (but with the optimal boost) we get outdamaged even at short range not only at midrange start. with falloff bonus+barrage you can still deal your damage pretty far away.
probably giving a +15% boost to AC we will see high numbers than what we are used to see on a mimatar BS but those numbers will be inline with what the others races BS do.
and tbh even with a +15% boost to AC our BS are far away to be pwnmobile in a BS fight, just look at the tank. the only BS we have with a good tank is the typhoon and its not that a great of a tank. if someone claim that maelstrom can tank, give me a good setup for tank using 2-3 midslot.
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To mare
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Posted - 2008.07.17 06:32:00 -
[79]
medium and small projectile arent that good. they have the same problems that large projectile have. but on small ships at least you can manouver decently.
about all this thread would be fun to recive some feedback.
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To mare
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Posted - 2008.07.21 07:31:00 -
[80]
ROLE PLAY EVENT # 1 minmatar people discovered that connecting their guns to capacitor they could gain a rof boost on said guns. minmatard engineers always wondered why there was unwired stuff on they ships, finally they discovered what those wire was for.
my idea: leave the guns as they are but give us the choice to connect them or not to capacitor, disconnected gun use no capacitor and same dps as now, connected gun gain a rof bonus and use capacitor (capacitor usage need to be balanced with weak minmatar cap), this can be done only docked and only on minmatar ships.
versatility do you need it?
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To mare
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Posted - 2008.07.21 13:45:00 -
[81]
Originally by: Fifi LeFume
Originally by: To mare
my idea: leave the guns as they are but give us the choice to connect them or not to capacitor, disconnected gun use no capacitor and same dps as now, connected gun gain a rof bonus and use capacitor (capacitor usage need to be balanced with weak minmatar cap), this can be done only docked and only on minmatar ships.
So you want double overload? It would add another layer of game mechanic and would add uneeded complexity to alot of things.
i just want my weapon dont sucks, if i can get a boost w/o strange things is fine too. but since so many ppl consider capless weapon so ubber that they dont need to make a real damage im just trying to make everyone happy. - a weapon who use some cap but make a decent damge. - a weapon who dont use cap but make the crap damage it used to do. just brainstorming.
my favourite idea is still a plain boost to BALANCE projectile with others weapon system.
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To mare
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Posted - 2008.07.21 15:14:00 -
[82]
Edited by: To mare on 21/07/2008 15:14:54 optimal is fine. changing it lead to nothing, at least you dont change it alot. what's your idea of a balanced optimal for AC? (i would like to see a astro idea since he's the main sponsor of this)
a 22km base falloff on 800mm is hardly game breaking but at least is a reason to upgrade.(thats my idea of a falloff boost)
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To mare
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Posted - 2008.07.21 15:32:00 -
[83]
Edited by: To mare on 21/07/2008 15:35:08 i want the numbers 
anyway. optimal boost and same falloff you get more dps until X km where you still in optimal then you get the damage reduction of fallof. falloff boost and same optimal you get full dps at short range but but you get a lower damage reduction at distance. with T1 ammo your optimal go down by a 50% and falloff rest the same so you will use only half of the optimal boost. with T2 ammo you get a +50% boost to falloff. i dont say more optimal isnt good but the effectiveness versus falloff is all a matter of numbers, it depends of how much you want it increased. + optimal is + dmg at short range + falloff is + dmg at long range
edit: also want to say even if we boost range (optimal or falloff dont matter) we can have a advantage vs blaster boat, but vs laserboat is still a huge loss.
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To mare
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Posted - 2008.07.21 18:19:00 -
[84]
its all a question of numbers depend how much optimal you want with said boost. if you say give AC 20km optimal ok it make a difference. but if you speak of a 10km optimal you just gain 2.5 km optimal with short range ammo.
laser are so good at range because they have scorch
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To mare
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Posted - 2008.07.22 13:32:00 -
[85]
Originally by: Kagura Nikon Edited by: Kagura Nikon on 22/07/2008 12:29:59 People are really insane with this make ac have long range. With the exemplified 18 km range they would have better effective range than lasers. YES way better. because you need to put short ragen ammo on both before compare them.
Also don get why people want minmatar to have a huge punch at 3km. Forget that! Trying to change the race completely is not the way because is very unlikely devs would do it. Try to focus on improving their current advantages. An increase of about 30% of the falloff itself would be more than enough MORE than enough to achieve a realistic boost in the range department.
The damage department is completely different. And I still support that the best way to solve the damage issue is fixing the ammo.
Make AC short range ammo have same base damage as antimatter and the same to barrage (and faction short range same as faction antimatter). Done. You have a reasonable (10%) increase in damage. I would also suggest making Fusion the highest damage ammo , swap fusion and EMP on the damage chart.
FOLLOWING FIGURES ARE ON AC USING THEORETICALLY CORRECTED AMMO OF SAME POWER THAN HYBRID AMMO AND THE SUGGESTED FALLOFF BOOST.
That would make a temepst armed with 6 dual 425mm (barrage) and no damage mod do 485 dps (from GUNS only) with a 5km range and 40 km falloff (and most damage being explosive that is very good against 3/4 of BS or other big targets). Change into 800mm and you get 530 dps.
Might not look much.. but then you look at a maelstrom with 3 gyros and 800mm (barrage) and falloff rigs. Then you will be seeing 754 DPS with range 6 KM and falloff of 48 km. Considering that a neutron Megatron with 3 damage mods can do 730 dps at 11km and with 16 falloff this must be realistically seen as a GOOD damage. You cannot reasonably expect more than that! Doing MORE dps than a megathron at point blank from your guns and with a much broader range of engagement, better damage type, no cap issues.
So people need to start focusing in things that have some chance of being implemented!
The tempest itself is another issue.. need to be careful. You cannot try to correct tempest solely using guns changes of you make the maelstrom woo powerfull (since it will 90% of time have 3 damage mods).
i somewhat agree with you on the 18km optimal and about the falloff thing (when i get home i will post something to explain what i mean dont flame me on this statement, wait a few hours)
about damage you are wrong because barrage already have the same damage of the others long range T2 ammo, so T2 ammo arent the problem of AC suckiness (T1 yes, need to be on par). 800mm have a 32,5% less dps than blaster and a 15% less dps than laser. so even with same dmg on ammo projectile still sux the +10% on barrage you say can be done boosting ACs to leave all the ammo with same base dmg.
oh we going to make the maelstrom "woo powerfull" cant be, minmatar BS must sucks right? maestrom tank for pvp is somewhat decent on 1vs1 but already on 2vs2 maestrom active tank is death. maestrom is big, slow, and handle like a rohk (brick). dmg type is racial flavor you cant balance a race on the damage they deal.
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To mare
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Posted - 2008.07.22 14:10:00 -
[86]
Originally by: Trojanman190 I do agree with kagura that it is unlikely to be implemented but that's just because ccp dislikes large changes.
The way I see it the only way to have more damage at mid range than blasters with out having more damage inside of blaster optimal is to increase the optimal of autocannons. If we just get a falloff boost it would have to be huge to have any effect on our dps at mid range. The only other option is to just up dps which would make us the kings of close range, which is wrong.
wrong this depend on how much you boost AC. +50% boost? yes overpowered everyone will say that. but a +15% boost leave AC with a 17% less dps than blaster and the same dmg as laser with way less range. now if we consider ship bonus (rof is better than dmg) bonused blaster have a 10% better dps than bonused projectile (blaser have shorthest range), bonused laser have a bit worse dps than bonused projectile but laser have more more range. king of short range? to be a king of short range you need both DPS and TANK do i have to remember you how the minmatar tank is?
about optimal i will post something later but giving optimal to a weapon system bonused for falloff is something wrong to me.
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To mare
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Posted - 2008.07.22 14:34:00 -
[87]
Originally by: Trojanman190 Maybe... but it is far more unlikely that they will boost the falloff enough to matter. That would mean with rigs we could get 50% of our damage at 90km. No other ship can... wait. Apoc with a rig and two tracking computers can get its range to 92km optimal... thats 100% damage at that range. Maybe... with falloff rigs... the tempest should be allowed to have it's falloff go that far.
I mean when you think about it it sounds no more crazy than 100km pulses. It actually sounds more balanced because it would only be possible with rigs and it would be 50% top damage.
falloff already matter, falloff rigs + barrage allow you to deal a good chunk of you damage pretty far away. not all our BS can use falloff rigs w/o downgrade weapon, only mael can do that pretty well but even amarr bs have some problems at that. my idea about boosting falloff is to give a 19 km to 650mm and 22km to 800mm, but if i have to exaggerate id say give AC +13km falloff, probably is a more viable solutions for CCP than give a +13km optimal since falloff is the minmatar thing. +13 km falloff with falloff rigs and barrage will be too much i know, but the same apply to the 18km optimal(unbonused) + long range ammo.
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To mare
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Posted - 2008.07.22 15:00:00 -
[88]
TBH im happy even only with the dmg boost if they boost it enough. about the range i think is silly that blaster and laser get a noticeable increase with the tier of the guns while projectile get only 1 km optimal.
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To mare
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Posted - 2008.07.22 15:24:00 -
[89]
Originally by: Trojanman190 I think I'm the only one that does not feel we need a raw damage boost. I really don't want to give blaster users a thing to whine about, their damage gap should remain wide.
but this is the point even if you boost projectile by a 15% AND AFTER the ship bonus (dmg for gallente rof for minmatar) blaster still have a 10% more firepower than AC.
not giving a dmg boost to AC but just a range boost you will have a advantage vs blaster but you still lose vs laser in both damage and range.
the idea is to trade range for dmg if at range we have laser > projectile > blaster, blaster > laser > projectile on damage is wrong why laser have to do more dmg than projetile at higher range? dmg blaster > projectile > laser is more fair.
when weapon are balanced just let the ships and they bonus do what they are supposed to do.
minmatar BS shouldnt be a "i win" button but not even a "i lose" button.
if projectile get a +15% boost minmatar BS dont become uberr, the pilot still need a brain if go too close to a blaster boat the more raw dps and better tank of the blasterboat still kill you , but if you manage to maintain the range for some time before the blaster boat catch you you have a chance to win. same goes for laser boat if the laser boat manage to keep the projectile boat at range for some time the laser boat win, if the projectile boat close the distance fast enough projectile win, laser have an advantage on this the can switch lens w/o penality they can fry you with good damage at hugh range and even better at close range and since the switch of the lens is w/o delay they have no dps loss. so not a approach > gank > win but something where you need to think a bit at what are you doing.
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To mare
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Posted - 2008.07.22 15:29:00 -
[90]
Originally by: AstroPhobic
After working on my numbers with the optimal and falloff, it doesn't seem to be a big big deal. 5% should be plenty.
you know what's the 5% of 1000 right?
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To mare
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Posted - 2008.07.22 15:49:00 -
[91]
Originally by: Trojanman190 At close range the better tank on the blaster bout should NOT be why a minmatar battleship loses. The Minmatar battleship should lose because blasters are supposed ot be the shortest range weapon and are supposed to output face melting dps at close range.
Also, the 15% straight dps boost still makes us useless at the edge of our optimal. It makes our guns some bastardized version of a blaster yet still nowhere near as good.
blaster will win even with less tank because after a 15% boost and after ship bonus blaster still deal more damage at shorter range tank is just a bonus.
if you plan to keep going for the range to obtain a real balance you should obtain more range than pulse laser and a T2 ammo with a optimal boost and not falloff boost, and to be honest this seems just useless to me.
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To mare
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Posted - 2008.07.22 17:11:00 -
[92]
Edited by: To mare on 22/07/2008 17:12:55 ok im playing a bit wit eft i tried the 18km optima thing, its not that easy to try because there is no way to reach 18 km with actual AC+ barrage but 16km is close enough. i tried to compare a gun with +13km optimal (unbonused) and one with+13km falloff to actual values. screw the dps i tried to leave them as close as possible to compare ranges, if you want you can scale the numbers but thats not the point.
this graph is using a short range ammo with -50% range. with a -50%ammo the AC with +13km optimal have a slight advantage an the first few km (10dps of 380 total) but the AC with +13 km win hands down for all the rest of the curve.
this is using barrage again the +13 km win an the first km but not for a great number (20dps of 460), the +13km AC falloff wins again at longer distance by a bigger margin.
imho both ideas are overpowered. those should be the range graph without skill and without rigs. add rigs or module and you will project the damage too far away.
but the point is that a boost to falloff isnt that bad and it will make almost the same results as a optimal boost on AC. also falloff is more minmatarish and less game breaking than optimal.
fail too small
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To mare
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Posted - 2008.07.23 08:25:00 -
[93]
Originally by: Trojanman190 Also, the 15% straight dps boost still makes us useless at the edge of our optimal. It makes our guns some bastardized version of a blaster yet still nowhere near as good.
also wouldnt a optimal range boost makes our guns some bastardized version of laser yet still nowhere near as good as laser are? less damage less range anyone?
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To mare
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Posted - 2008.07.23 12:21:00 -
[94]
if you want the drones play with the typhoon. tempest is a gunboat and minmatar arent a drone race.
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To mare
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Posted - 2008.07.23 14:06:00 -
[95]
Originally by: Trojanman190 The phoon is the complete oddball and for that reason really does not suffer from the other problems the minmatar have.
The 8 - 5 - 6 layout is fine the way it is. Dropping a mid will mean you can't snipe with the tempest. It needs the 5 mids. Even without an mwd it has horrible targetting range and optimal.
The 5th mid is one of the things that make the tempest unique, might not be the greatest right now but it keeps a little bit of flavor.
where you read in this page about dropping 5th slot for a 7th slot? almost everyone saying they like theyr 5th slot.
what matters your comment on the typhoon with what i said since you are quoting me?
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To mare
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Posted - 2008.07.23 15:02:00 -
[96]
Originally by: Trojanman190 Clearly I should be accounted in that everyone. Also the slot issue was being talked about, on this page, 4 or 5 posts above yours.
yes there is a lot of talking about slots but all i see in this page is the majority of ppl think that 8-5-6 is fine (yes you too, the almost wasnt referred to you), so i dont get the point of some of your statement.
english is not my first language and not even the 2nd so i might not understand the 100% of what ppl write, but i see a lot of misundestooding in this thread.
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To mare
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Posted - 2008.07.23 15:12:00 -
[97]
Originally by: AstroPhobic Not sure if I was being entirely clear; I know that minnie BS don't have good speed or agility at the present, this is what I was suggesting to be buffed. I do realize that blasters outtrack ACs, however they dont have the effective range that we would have after an optimal boost. While it still might not be "enough" to track cruisers etc, this is why I suggested a small painter boost, to make use of one of our lovely utility slots, as they're currently silly things like cap boosters or ECCM(Seriously, who jams a minnie BS?).
The only (and it looks big) problem with an optimal boost is the lower classes of ACs. A vagabond with ACs with an optimal of 10km? People are going to whine, *****, *****, whine, moan, whine, and ***** some more. The hurricane would step out infront of the BC class. Other than those two ships, I can't see any other big changes, but that would be enough to set off an anti-minmatar buff crusade.
As for small ACs, it can hardly be an issue there. Our t2 frigates aren't exactly uber.
the problem i see with all that optimal to AC is that you are trying to copy the laser uberness. if you get the optimal you surely have an advantage vs blaster but you are still subpar vs laser. yes more optimal is always good because at the point we are every boost is good but thats not the minmatar way. if AC get a unbonused optimal of 18km they just become the capless variant of laser w/o scorch. also as 5% dps boost is just a bad joke.
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To mare
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Posted - 2008.07.23 15:34:00 -
[98]
Originally by: AstroPhobic I'm not trying to "copy" anything. The optimal is still well below that of a laser, and that comparison doesn't even hold water when switching to scorch, because barrage doesn't even give any optimal.
ACs have much better tracking than lasers and I think it should be utilized. We're NEVER going to truly compete with laserboats or blasterboats because of our EHP. By the time that our EHP and DPS evened out with theirs, we'd have 1500 DPS autocannons. Stop trying to think about balancing the battleships in a 1 on 1 BS fight, that's never going to happen. Instead, think about balancing the battleships around a useful niche in gang combat. Killing cruisers, HACs, and BCs seems to be an excellent niche for a minmatar BS to hold considering their current status in BS vs BS combat.
indeed is a bad copy. if you have to add range and keep the tracking advantage (aka T1 ammo) you do better with a +13km falloff than a +13km optimal.
when you say we never going to compete with blaster-laser boat you are just doing it wrong, minmatar BS was used to kill blaster and laser boat very often, why now we cant?
if a BS sucks in a 1vs1 fight it wil sucks even in 100vs100 fight. killing cruiser sized vessel shouldnt be the work of a BS. killing BC maybe, butt all others BS can do it and probably can do it better.
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To mare
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Posted - 2008.07.24 06:27:00 -
[99]
Originally by: AstroPhobic
Originally by: To mare
when you say we never going to compete with blaster-laser boat you are just doing it wrong, minmatar BS was used to kill blaster and laser boat very often, why now we cant?
Negative. This is a big thanks to the utility slot nerf. You're not using multispec ECM or nos on your tempest. You're not kiting a mega. You're not nossing out a geddon. We just can't compete. Period
this dont mean that minmatar BS should sucks vs others bs, nos & ecm are gone? give us some other usefull stuff.
Originally by: AstroPhobic
Originally by: jim Every other battleship out there can do the same better so its not really a niche... except they suck more, but thats not a niche we want is it?
Gallente certainly doesn't do it very well, nor caldari. Amarr, yeah maybe, but this is why I want to emphasize agility, tracking, speed. We need to be good at something, and BS v BS doesn't seem to be realistic.
again gallente, expecially the mega, have the best tracking and at 15km, almost at the end of their falloff, they can still deal a good damage to kill a cruiser. amarr can sit pretty far away where they dont need all that tracking.
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To mare
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Posted - 2008.07.24 15:48:00 -
[100]
giving the optimal to AC isnt the way to fix them and the 5% boost to damage you claim is nothing. with a short range ammo you have better result with a +13km falloff than +13 km optimal (not saying i want +13km falloff) with barrage the damage there is just a 4-5% better dps for the +13km optimal solution on the first km than +13km falloff get better at loger distances.
but in both the case you obtain ridicolus high range for what AC and minmatar race/ships are supposed to do. with a +13km optima we are asking to deliver 70% of the dps at a distance near the 50km, ok amarr can deal full dps at 90+km but they are made to be a fleet race (thats why they have hard time to fit tackle gear on big ships), if i recall correctly minmatar are made to be a skirmish race built to do better with low number of ships (all our ships can fit full tackle gear with low to no drawbacks).
AC have already a good range just give the a slight increase in falloff or optimal with the increase of the tier of the gun to justify the upgrade, but giving a 350% boost is just silly and you are broking the flavor of a weapon. AC have the mid range they supposed to have they lack the damage. 5% better dps isnt the answer.
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To mare
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Posted - 2008.07.25 09:42:00 -
[101]
+10% powergrid to fix the tempest
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To mare
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Posted - 2008.07.25 12:19:00 -
[102]
Originally by: Cpt Branko I don't see the Tempest ever slugging it out with the best BS out there, unfortunately, but improvement from its current (bad) state would be good.
How about a number of small fixes: - gave tempest 25m3 more bandwidth (to make it 100m3, provides somewhat more damage) and more dronebay (spares, gives it more usability as it could switch to, say ECM drones, or warrior IIs)
it's so hard to understand what gunboat mean? if you want to use drones use the typhoon.
Originally by: Cpt Branko
- switch its shield and armour HP (more eff HP for normal armour-tanked setups, shield tanked gank ones are for silly people who didn't notice the existence of the Maelstorm)
agree on that. typhoon also need the switch.
Originally by: Cpt Branko
- give large ACs more tracking (more usability vs smaller things, the Tempest is actually preety bad vs small things compared to a, for instance, Mega)
if you want to kill small things and you use a battleship you fail at start. get a BC minmatar are somewhat decent in BC
Originally by: Cpt Branko
- cut its align time a bit (agility should be a Minmatar trait, having the same agility as Mega/Hype is bad (it would enable it to keep at range better as well)
agility is always welcomed.
Originally by: Cpt Branko
- slightly (say, between 5% and 10%) improve its capacitor (helps if you run a tank where you have issues even with a T2 heavy cap injector*, helps a lot if you use neuts in spare highslots which are arguably the most interesting spare highslot choices for a Tempest)
Imo, it'd be a bunch of small fixes with a good overall end result. It'd probably go a long way towards fixing the Tempest by giving it more all-around usability while (somewhat) improving its performance vs other BS. Also, none of the suggestions can be disputed as overpowered (in fact, many of them are purely logical such as armour HP / shield HP switch).
*assuming dual-LAR tank with a rep speed rig+2x rep amount rigs while running point/web/ECCM (or sensor booster or whatever), which is the standard way to fit it.
active tank is death
heavy neut vs others BS lose all theyr fashion need too much time to shut down the enemy and aven if you are able to kill their cap, they have plenty of time to pop your ship.
Originally by: Cpt Branko
I have no idea what to do about artillery.
Originally by: To mare +10% powergrid to fix the tempest
Which does absolutely nothing for AC fits. Stop trolling.
if you want to fix AC setup fix the autocannon before the ship.
+10% PG mean you can fit arty+mwd+plate w/o rcu = 1 more slot. +10% is cool even on short range open some cool alternative (siege laucher, projectile rigs, whatever).
stop thinking at minmatar as a support killer
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To mare
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Posted - 2008.07.25 15:13:00 -
[103]
Originally by: AstroPhobic
Originally by: Trojanman190
Originally by: AstroPhobic Edited by: AstroPhobic on 25/07/2008 14:56:47
Originally by: To mare
stop thinking at minmatar as a support killer
And this... this is not good.
Because that's what minmatar do. Take a look at our ships.
Vagabond.. Rapier.. Huginn.. Stabber. All excel at taking out smaller ships. To Mare, any way you cut it, we are not going to do more damage, and we're not going to tank better. You need to stop thinking of minmatar as a BS killer. We're simply not a same-class killing race.
Branko's on the right track. I truly, truly love my optimal idea, but I'm truly truly biased. We need more range, and falloff gets messy. What's wrong with being good at killing everything smaller than you? No we won't be the best at BS v BS combat, but we won't suck like we did before. We'll actually have a place in the BS spectrum.
I hate to say it, but if you expect to out-tank or out-damage your opponents, maybe you trained the wrong race.
Well I think to mare was saying battleships should not be support killers, especially since our cruisers are so good at it.
Our cruisers are good at smaller support killing. A minnie cruiser meets up with a drake? That's never easy. A rep setup myrmidon? Oh my.
Yes, it lacks a definitive role. There are other ships to do the job. However, minmatar BS should be the BEST at the job. A huginn + a tempest should kill anything sub-BS with ease... in comparison with a huginn and say a vagabond, where they do loldps. Our cruisers (Save the ruppie and hurricane... because you can fit them like they're gallente) aren't doing the best of DPS. 300-400 DPS in actual ranges, maybe.
Whereas a tempest would push 900 at twice the range, with (proposed) good tracking. That's a world of pain. 
While I recognize that this may not be the most... comfortable answer for a lot of you, It also boost us in BS v BS combat at the same time. We can't go out and expect to take on an abaddon in a maelstrom tbh, given even skills. Even post-boost.
oh yeah and the drake can tank 1000+ if it is a def *****. also change the combo minmatar recon + tempest in minmatar recon + megathorn/abbaddon/geddon/raven and you can get the same job done, just faster. for what you need your uber tracking when target is webbed?
im not asking to undock my maeltrom go in solo roaming and kill whatever solo target i find. im only asking to be competitive.
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To mare
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Posted - 2008.07.25 15:38:00 -
[104]
Originally by: Siddy
Originally by: AstroPhobic Edited by: AstroPhobic on 25/07/2008 14:56:47
Originally by: To mare
stop thinking at minmatar as a support killer
And this... this is not good.
Because that's what minmatar do. Take a look at our ships.
Vagabond.. Rapier.. Huginn.. Stabber. All excel at taking out smaller ships. To Mare, any way you cut it, we are not going to do more damage, and we're not going to tank better. You need to stop thinking of minmatar as a BS killer. We're simply not a same-class killing race.
Branko's on the right track. I truly, truly love my optimal idea, but I'm truly truly biased. We need more range, and falloff gets messy. What's wrong with being good at killing everything smaller than you? No we won't be the best at BS v BS combat, but we won't suck like we did before. We'll actually have a place in the BS spectrum.
I hate to say it, but if you expect to out-tank or out-damage your opponents, maybe you trained the wrong race.
Shenanigans, my Naglafar is not good BS killer!
i call BS!
Fix Artys!
/signed
give the naglfar a tracking bonus while in siege so it can hit moving bs
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To mare
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Posted - 2008.07.25 15:45:00 -
[105]
Originally by: AstroPhobic
Right, and my proposed optimal + damage boost will do that. If you ask for much more than that, we start moving in on either amarr or gallente territory. Not to mention that I seriously doubt CCP would do much more than that, if EVEN my suggestion. As it's pretty far-gone as far as boosts go. (Torp boost surprised me ). Some range, some damage, some tracking, some mobility, some hp switches. A little bit here and there will go a long way to improving our battleships on a whole.
oh right! amarr never come to minmatar (guerrilla) territory why we should go in their?
your idea of damage boost is a joke 5% cmon.
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To mare
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Posted - 2008.07.25 16:10:00 -
[106]
Originally by: AstroPhobic
Check the latest devblog.
Annyyyway.
It's not the damage boost, it's the optimal boost. Right now my suggested optimal + damage boosts leaves us about TWICE as good at our current optimal +falloff. If getting double the damage at our fighting distance is a "joke" to you... I don't know what to say. 
yes i checked the last blog and its not of a great good news.
i know your main issue is the damn optimal i just skipped it because i dont like the idea and i dont care if giving that optimal make me even 10 times at X distance the point is you still have a crap piece of metal that can kill only smaller things and have no chance when it find another decent BS. you are not making the ships useful. you are making it better but still weak compared to the others, and minmatar BS dont deserve this.
18km optimal is just not right on AC and you will never get it because AC range work already as intended they just lack the damage.
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To mare
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Posted - 2008.08.05 06:34:00 -
[107]
Originally by: Liang Nuren
- Triple damage, cut ROF to a third (6.6% DPS increase due to reload).
i like this, the only solutiont to put back arty on what is supposed to do. if someone really really really want to go in fleet battle with a minmatar ship a rework of 1200mm might do the job.
Originally by: Liang Nuren
AC Boost Options: - Higher tier weapons gain higher falloff - Higher tier weapons gain noticeably higher damage potential
why not both? 
Originally by: Liang Nuren
General Projectile Boost Options: - EMP should be boosted so that it has the same damage as other short range ammo - All ammos should have a "range modifier". This should affect both optimal and falloff. This option gets bonus points because it boosts all races, but Minmatar the most. - Tracking Computers/Enhancers/Links should affect falloff. This should affect both optimal and falloff. This option gets bonus points because it boosts all races, but Minmatar the most. It also serves to provide falloff based weapons (Projectiles, Blasters) with a prayer of countering unbonused TD's.
agree on everything 'cept the falloff modifier on ammo this may bring up some problems.
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To mare
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Posted - 2008.08.05 15:06:00 -
[108]
Originally by: Liang Nuren
Originally by: Trojanman190 What about that crap about getting crud hits in falloff to top off missing more often?????? That's awful!!!!!
I agree, but unfortunately I think that we're not going to see those formulas revised. I'd try to concentrate on something that will give us a tangible advantage to overcome that problem.
-Liang
more range to start with will resolve this but even if at X distance you do 50% of dps instead of 39% AC and arty stiil sux
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To mare
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Posted - 2008.08.05 15:13:00 -
[109]
Originally by: Aleus Stygian See my above posts.
the one about phnater vacuum cleaner?
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To mare
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Posted - 2008.08.05 15:22:00 -
[110]
Originally by: Aleus Stygian
Originally by: To mare
Originally by: Aleus Stygian See my above posts.
the one about phnater vacuum cleaner?
Well, yes. That one and making artillery some other sort of weapons system with residual D.O.T., so that you give it damage to compete, and give pilots a reason to use hit-and-run tactics.
tbh alpha strike and dot damage dont match very well.
i like the idea of throwing nuclear waste but probably we already have that (barrage)
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To mare
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Posted - 2008.08.08 09:14:00 -
[111]
AF fans : Hey CCP AF sucks they have no role. caldari : Hey CCP nano are too faast my missiles cant hit. - CCP : yeah your right lets nerf everything at the level of AF, this will make missile hit too.
if this is the way of ccp i wonder what they will do when they will fix projectiles, minmatar BS and above.
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To mare
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Posted - 2008.09.01 12:23:00 -
[112]
dead? |
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