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Butter Dog
Gallente The Littlest Hobos
|
Posted - 2008.08.18 19:20:00 -
[1]
Just a quick one.
Basically nearly all T2 ammo has little practical purpose (aside from Barrage, Null, and the long-range sniping ammo) thanks to faction ammo.
If you want an example...
T2 heavy missiles.
Less speed than faction, less range, less damage, extra penalties... pls just fix it (and things like Hail and Void).
ta x |

Mashie Saldana
Sharks With Frickin' Laser Beams
|
Posted - 2008.08.18 19:35:00 -
[2]
One fix is to remove the faction ammo  |

Aleus Stygian
|
Posted - 2008.08.18 19:37:00 -
[3]
Originally by: Mashie Saldana One fix is to remove the faction ammo 
Hm. Do you program for CCP? |

Elhina Novae
Amarr Ministry of War
|
Posted - 2008.08.18 19:41:00 -
[4]
Amarr says otherwise  |

Nomakai Delateriel
Amarr Shadow Company G00DFELLAS
|
Posted - 2008.08.18 19:44:00 -
[5]
Short range ammo is indeed obsolete.
All forms of long range ammo is viable.
Barrage, Null and Scorch are all integral parts of many PvP setups, as is the long range rail/beam/arty ammo of all sizes.
Some types of missiles are useless (all forms of Rage&Fury) while almost all forms of Javelin and Precision are quite useful (notable exception: Heavy precision missiles because they're not all in line with the two other types of Precision). |

Gypsio III
Dirty Filthy Perverts
|
Posted - 2008.08.18 20:55:00 -
[6]
Rage and Fury missiles are fine. |

AstroPhobic
Minmatar
|
Posted - 2008.08.18 20:59:00 -
[7]
Originally by: Nomakai Delateriel Short range ammo is indeed obsolete.
All forms of long range ammo is viable.
Barrage, Null and Scorch are all integral parts of many PvP setups, as is the long range rail/beam/arty ammo of all sizes.
Some types of missiles are useless (all forms of Rage&Fury) while almost all forms of Javelin and Precision are quite useful (notable exception: Heavy precision missiles because they're not all in line with the two other types of Precision).
Uh. I can count the number of times i've used quake on one hand, and the number of times that I SHOULD have used quake... well let's say it's 0. There were a few times, but that was pre- faction ammo. |

Yakov Draken
Minmatar Tides Of War
|
Posted - 2008.08.18 21:08:00 -
[8]
Edited by: Yakov Draken on 18/08/2008 21:07:54
Originally by: Butter Dog nearly all T2 ammo has little practical purpose (aside from Barrage, Null, and the long-range sniping ammo) thanks to faction ammo.
Hail M is also useful but yes T2 ammo needs a makeover. |

AstroPhobic
Minmatar
|
Posted - 2008.08.18 21:18:00 -
[9]
Edited by: AstroPhobic on 18/08/2008 21:18:27 Hail is only useful (in a few, limited situations) because EMP sucks. |

Cpt Branko
Surge. NIght's Dawn
|
Posted - 2008.08.18 21:18:00 -
[10]
Edited by: Cpt Branko on 18/08/2008 21:18:42
Originally by: Yakov Draken
Hail M is also useful but yes T2 ammo needs a makeover.
Only because EMP sucks (read: has less base damage then other ammos, therefore there is a 10% damage gulf between Hail and RF EMP which doesn't exist for other races. Also, three damage types suck). |

AstroPhobic
Minmatar
|
Posted - 2008.08.18 21:19:00 -
[11]
E-high five!  |

atomic killer
|
Posted - 2008.08.18 21:22:00 -
[12]
from my point of view, t2 close range ammo shouldnt have any penalties, then it would be usefull. Otherwise faction is way better.
Close range t2 ammo was only good before faction ammo came out |

Nomakai Delateriel
Amarr Shadow Company G00DFELLAS
|
Posted - 2008.08.18 21:31:00 -
[13]
Edited by: Nomakai Delateriel on 18/08/2008 21:34:35
Originally by: AstroPhobic Uh. I can count the number of times i've used quake on one hand, and the number of times that I SHOULD have used quake... well let's say it's 0. There were a few times, but that was pre- faction ammo.
And this invalidates my statement in what way? Quake is short range, and thus Obsolete. Just like Conflagration and Gleam
P.S: As for Rage&Fury. Why would you want to use it. It's advantages over faction ammo is...pathetic. For HAMs it's 5 points of damage (115 vs 120) in exchange for shorter range, velocity penalty, lower explosion velocity and larger explosion radius. |

AstroPhobic
Minmatar
|
Posted - 2008.08.18 21:48:00 -
[14]
Uh... I don't know. I thought you meant long range as in long-range-guns. Miscommunication I s'pose. |

Rawr Cristina
Caldari Omerta Syndicate
|
Posted - 2008.08.18 22:07:00 -
[15]
The penalties on T2 ammo make them not worth using over faction in most cases. Rage HAMs for instance have almost half the range, kill cap recharge and won't even do full damage to a Cruiser. The only real positive thing about them is cost effectiveness...  |

Gypsio III
Dirty Filthy Perverts
|
Posted - 2008.08.18 22:12:00 -
[16]
Originally by: Nomakai Delateriel P.S: As for Rage&Fury. Why would you want to use it. It's advantages over faction ammo is...pathetic. For HAMs it's 5 points of damage (115 vs 120) in exchange for shorter range, velocity penalty, lower explosion velocity and larger explosion radius.
Because Rage does more damage. And it's cheaper. 
The nature of missiles, where it's easier to predict their damage relative to turrets, means that Rage HAMs will always do full damage to a webbed ship of BC size or greater. The penalties are largely inconsequential - if you firing HAMs then your target is webbed, so the lesser range and explosion velocity are irrelevant. As is the explosion radius, against a BC or bigger. The only penalty of any consequence is the cap recharge penalty - but, in a world of capless missiles and buffer tanks, it doesn't really mean much either. |

Liang Nuren
Perkone
|
Posted - 2008.08.18 22:14:00 -
[17]
Edited by: Liang Nuren on 18/08/2008 22:14:24
Originally by: Gypsio III Because Rage does more damage. And it's cheaper. 
The nature of missiles, where it's easier to predict their damage relative to turrets, means that Rage HAMs will always do full damage to a webbed ship of BC size or greater. The penalties are largely inconsequential - if you firing HAMs then your target is webbed, so the lesser range and explosion velocity are irrelevant. As is the explosion radius, against a BC or bigger. The only penalty of any consequence is the cap recharge penalty - but, in a world of capless missiles and buffer tanks, it doesn't really mean much either.
My big beef with them is that you lose alot of cap recharge before the fight (just having them in your launchers nerfs your cap recharge). Thus, less cap recharge before the fight means that you have less cap going into the fight.
-Liang
Ed: It occurs to me that I probably shouldn't care... seing as how I normally have my Drake play passive bait anyway. :-/ |

Gypsio III
Dirty Filthy Perverts
|
Posted - 2008.08.18 22:17:00 -
[18]
Yes - I'll have CN loaded by default to maintain cap, but I'll always want to reload as I drop out of warp. |

Ranvaldy
Amarr Hungarian Space Defenders Omega Alliance
|
Posted - 2008.08.18 22:20:00 -
[19]
Edited by: Ranvaldy on 18/08/2008 22:21:45 Yes also T2 short range crystals are UTTERLY crap Amarr navy Multi L combined dmg 55.2 T2 short range crystal combined dmg 56 So yes it makes "more" dmg BUT with a penalty of 50%!!!!!!! reduced tracking. ITS SILLY !Want to hear more silly ? T2 crystals burn like paper AND u cant get them in LP store.Nuff said imo. Totally revamp T2 short range ammo please.
|

Liang Nuren
Perkone
|
Posted - 2008.08.18 22:21:00 -
[20]
Originally by: Ranvaldy Yes also T2 short range crystals are UTTERLY crap Amarr navy Multi L combined dmg 55.2 T2 short range crystal combined dmg 56 So yes it makes "more" dmg BUT with a penalty of 50%!!!!!!! reduced tracking. ITS SILLY ! Totally revamp T2 short range ammo please
I was under the impression that Conflag is useful for shooting passive Drakes... not that it's much of a niche.
-Liang |

Ranvaldy
Amarr Hungarian Space Defenders Omega Alliance
|
Posted - 2008.08.18 22:25:00 -
[21]
Originally by: Liang Nuren
Originally by: Ranvaldy Yes also T2 short range crystals are UTTERLY crap Amarr navy Multi L combined dmg 55.2 T2 short range crystal combined dmg 56 So yes it makes "more" dmg BUT with a penalty of 50%!!!!!!! reduced tracking. ITS SILLY ! Totally revamp T2 short range ammo please
I was under the impression that Conflag is useful for shooting passive Drakes... not that it's much of a niche.
-Liang
Damn u replied too fast b4 i polished my post but anyway i dont think that extra thermal dmg(+5)(because 28EM+28Thermal is the case in Conflag for AN Multi its 32.2+23) compensates the 50% tracking penalty.What if u shoot glancing hit because of the penalty with conflag instead of an excellent hit ?Can happen then ure way on dmg than with Multi |

Grarr Dexx
Amarr Avenging United
|
Posted - 2008.08.18 22:32:00 -
[22]
Easy answer here: just because the current metagame removes all use from a few modules / ammo types does not mean they should be 'fixed'/removed. Doing that would make every patch an endless change of all the 'fixed' modules/ammo types so they 'work' in the current metagame, something that can't be predicted. |

Liang Nuren
Perkone
|
Posted - 2008.08.18 22:33:00 -
[23]
Originally by: Ranvaldy
Damn u replied too fast b4 i polished my post but anyway i dont think that extra thermal dmg(+5)(because 28EM+28Thermal is the case in Conflag for AN Multi its 32.2+23) compensates the 50% tracking penalty.What if u shoot glancing hit because of the penalty with conflag instead of an excellent hit ?Can happen then ure way lower on dmg than with Multi
Now think about all your hits being that way because you fight in falloff. Um, anyway... I do know what you're saying. A passive Drake is the only really good use case I can come up with for Conflag.
-Liang |

Grarr Dexx
Amarr Avenging United
|
Posted - 2008.08.18 22:35:00 -
[24]
Conflagration's uses were weakened with the EM resistance nerf. |

Ranvaldy
Amarr Hungarian Space Defenders Omega Alliance
|
Posted - 2008.08.18 22:35:00 -
[25]
Originally by: Grarr Dexx Easy answer here: just because the current metagame removes all use from a few modules / ammo types does not mean they should be 'fixed'/removed. Doing that would make every patch an endless change of all the 'fixed' modules/ammo types so they 'work' in the current metagame, something that can't be predicted.
So ure saying devs shouldnt polish their work?Arent what patches up for?Good attitude right:some things suck lets never do anythign with them.Thats just so wrong imo In the endless patch thingie ure a little bit right but not entirely(I admit changes make troubles). |

McCreary075
|
Posted - 2008.08.18 23:42:00 -
[26]
I'd like short range blaster T2 ammo that DOESN'T nerf the tracking. What good is extra damage if you miss every friggin' shot?? Fed Navy or Caldari Navy Anti-Matter is clearly the way to go in blaster boats.
Void - -25% to Range (anti-matter is -50%), -50% tracking, 25% more cap usage (over anti-matter, no less)
Null - +25% to Range (thorium is -12.5%), -25% tracking, +25% falloff.
303 DPS with Caldari Navy, no penalties other than standard anti-matter. 305 with Void, now take into account the tracking difference. 240 with Null, still shooting at less that 10km means your ship is getting pounded to pieces while you do less damage.
I'll keep using the Faction Ammo. |

Vaal Erit
Science and Trade Institute
|
Posted - 2008.08.19 00:03:00 -
[27]
How about faction ammo only goes into faction guns/launchers
*ducks* |

Ranvaldy
Amarr Hungarian Space Defenders Omega Alliance
|
Posted - 2008.08.19 00:04:00 -
[28]
Originally by: Vaal Erit How about faction ammo only goes into faction guns/launchers
*ducks*
I dont like that  |

AstroPhobic
Minmatar
|
Posted - 2008.08.19 00:41:00 -
[29]
Originally by: Vaal Erit How about faction ammo only goes into faction guns/launchers
*ducks*
Touch my AN MF and die.  |

The Djego
Minmatar merovinger inc
|
Posted - 2008.08.19 00:56:00 -
[30]
Im all for keeping the Penaltys on the Short Range Amnos but increasing the Damage(lets say 25% more), so people have more Options instead of 2 Amnos that do the same. |

Cpt Branko
Surge. NIght's Dawn
|
Posted - 2008.08.19 01:25:00 -
[31]
Originally by: The Djego Im all for keeping the Penaltys on the Short Range Amnos but increasing the Damage(lets say 25% more), so people have more Options instead of 2 Amnos that do the same.
This.
|

Rhaegor Stormborn
Pestilent Industries Amalgamated
|
Posted - 2008.08.19 01:38:00 -
[32]
Agreed. Fix Tech 2 Ammos. |

murder one
Gallente Invincible Reason
|
Posted - 2008.08.19 01:41:00 -
[33]
Void, Hail etc. needs about 30-40% DPS increase to make it worth it. Particularly Void with it's horrible cap use and garbage tracking. Hail isn't so bad when I use it with my Hurricane. Sometimes I use it as a different damage type over RF EMP M. |

Yakov Draken
Minmatar Tides Of War
|
Posted - 2008.08.19 02:01:00 -
[34]
Originally by: AstroPhobic Hail is only useful (in a few, limited situations) because EMP sucks.
That is not my experiance - perhaps it is a question of combat style. I have fought in heaps of up close slug fests where I'm shooting at multi-webbed BC's and BS's at about 1k range. That makes Hail M good in my books.
Perhaps the best thing about Hail M is that it is good in combats that really matter. For almost every gank I'll have Barrage or Faction EMP fit and it will help me get higher on the killmail. Seeing as we were going to win with no losses anyway that doesn't matter much. Hail M is good in those hard fought, point blank range, fights that rock and really matter. |

Idara
Caldari Failure Corp
|
Posted - 2008.08.19 02:03:00 -
[35]
I used Javelin L once in my megathron in a fleet engagement in Tribute once.
It was fun. |

Yakov Draken
Minmatar Tides Of War
|
Posted - 2008.08.19 02:06:00 -
[36]
Originally by: murder one Void, Hail etc. needs about 30-40% DPS increase to make it worth it.
That sure would be a good way of stopping people flying other races - unless of course you have some completely OTT buffs to propose for them to. |

goodby4u
Valor Inc.
|
Posted - 2008.08.19 02:07:00 -
[37]
I use conflag and am quite happy with it.... I dont have cap or tracking issues either. |

AstroPhobic
Minmatar
|
Posted - 2008.08.19 02:07:00 -
[38]
Originally by: Yakov Draken
Originally by: AstroPhobic Hail is only useful (in a few, limited situations) because EMP sucks.
That is not my experiance - perhaps it is a question of combat style. I have fought in heaps of up close slug fests where I'm shooting at multi-webbed BC's and BS's at about 1k range. That makes Hail M good in my books.
Perhaps the best thing about Hail M is that it is good in combats that really matter. For almost every gank I'll have Barrage or Faction EMP fit and it will help me get higher on the killmail. Seeing as we were going to win with no losses anyway that doesn't matter much. Hail M is good in those hard fought, point blank range, fights that rock and really matter.
Your personal experiences don't interest me. Numbers don't lie, people are biased. |

Cpt Branko
Surge. NIght's Dawn
|
Posted - 2008.08.19 02:09:00 -
[39]
Originally by: Yakov Draken
Originally by: AstroPhobic Hail is only useful (in a few, limited situations) because EMP sucks.
That is not my experiance - perhaps it is a question of combat style. I have fought in heaps of up close slug fests where I'm shooting at multi-webbed BC's and BS's at about 1k range. That makes Hail M good in my books.
Perhaps the best thing about Hail M is that it is good in combats that really matter. For almost every gank I'll have Barrage or Faction EMP fit and it will help me get higher on the killmail. Seeing as we were going to win with no losses anyway that doesn't matter much. Hail M is good in those hard fought, point blank range, fights that rock and really matter.
Tbh, if I had RF Fusion M doing roughly the equivalent DPS of Hail M (like CN AM vs Void), I'd never ever load Hail M.
You load Hail out of necessity. Other races can just use faction ammo ;)
|

Yakov Draken
Minmatar Tides Of War
|
Posted - 2008.08.19 02:16:00 -
[40]
Originally by: AstroPhobic
Originally by: Yakov Draken
Originally by: AstroPhobic Hail is only useful (in a few, limited situations) because EMP sucks.
That is not my experiance - perhaps it is a question of combat style. I have fought in heaps of up close slug fests where I'm shooting at multi-webbed BC's and BS's at about 1k range. That makes Hail M good in my books.
Perhaps the best thing about Hail M is that it is good in combats that really matter. For almost every gank I'll have Barrage or Faction EMP fit and it will help me get higher on the killmail. Seeing as we were going to win with no losses anyway that doesn't matter much. Hail M is good in those hard fought, point blank range, fights that rock and really matter.
Your personal experiences don't interest me. Numbers don't lie, people are biased.
  
So I guess you have checked the numbers? You see you are wrong - just plain simple wrong. Hail M does more than any other M proj ammo. So why is it bad in situations where its drawbacks don't matter? The numbers say it is good so what are you tripping on? |

AstroPhobic
Minmatar
|
Posted - 2008.08.19 02:18:00 -
[41]
There is where I point back to the thing you quote in the first place - in very few situations. IE, you're doing more damage in the majority of situations with RF emp due to tracking. Fitting a double web and loading hail does nothing more that gimp yourself un-necessarily. Let your playstyle determine your ammo, not the other way around.  |

Yakov Draken
Minmatar Tides Of War
|
Posted - 2008.08.19 02:20:00 -
[42]
Originally by: Cpt Branko Tbh, if I had RF Fusion M doing roughly the equivalent DPS of Hail M (like CN AM vs Void), I'd never ever load Hail M.
You load Hail out of necessity. Other races can just use faction ammo ;)
What is it about you guys and Hail M? On SHC people tell cheerful stories about pwning people with Hail M while you say it is only worth using because RF Fusion is worse. Well of course - Hail M is good because it is better than the alternative in a given situation.
You really don't want to like Hail. |

Cpt Branko
Surge. NIght's Dawn
|
Posted - 2008.08.19 02:24:00 -
[43]
Edited by: Cpt Branko on 19/08/2008 02:24:06
Originally by: Yakov Draken
Originally by: Cpt Branko Tbh, if I had RF Fusion M doing roughly the equivalent DPS of Hail M (like CN AM vs Void), I'd never ever load Hail M.
You load Hail out of necessity. Other races can just use faction ammo ;)
What is it about you guys and Hail M? On SHC people tell cheerful stories about pwning people with Hail M while you say it is only worth using because RF Fusion is worse. Well of course - Hail M is good because it is better than the alternative in a given situation.
You really don't want to like Hail.
I don't like Hail. I use it (fairly often, for the fights which, as you said, actually count) out of neccesity. Does it melt people's faces? Well, yes, in the correct circumstances.
I'm not saying Hail is useless. I'm saying it sucks that you (unlike other races) simply have to use it, thanks to the lack of attractive faction ammo alternatives.
|

AstroPhobic
Minmatar
|
Posted - 2008.08.19 02:24:00 -
[44]
No, I don't want EMP to suck. You're busy advocating an ammo with very few advantages over it's faction counterpart when it's un-necessary to use in the majority of situations.
If there were only two ammo types in game, one that did 10 kin, 10 explosive damage, and one that did 9 kin, 9 explosive damage, I bet someone would come up and say that the latter is useful because of xyz experience.
Hail only does more EFT dps. RF EMP does more actual DPS due to tracking. You know, with the little asterisk that denotes only when the target isn't double webbed and target painted up the ass. |

Yakov Draken
Minmatar Tides Of War
|
Posted - 2008.08.19 02:31:00 -
[45]
Originally by: AstroPhobic There is where I point back to the thing you quote in the first place - in very few situations.:]
I never said in very few situation - I said Hail was useful in up close slugfests which we could lose. ie The important fights. You arn't reading what I'm writing Astro,
Originally by: AstroPhobic IE, you're doing more damage in the majority of situations with RF emp due to tracking. Fitting a double web and loading hail does nothing more that gimp yourself un-necessarily.:]
Who is fitting a dbl web? I'm in a gang more often than not. Contrary to some peoples beliefs solo ships performance is fairly irrelevant most of the time. There is always a bigger blob and when there is only one of you that is never more true.
Btw how bad do your think Hail M's tracking is? Medium AC's are designed to track cruisers - they track webbed BC's/BS's just fine with Hail fit. You don't need dbl webs. So no you are not doing more damage with Faction EMP at point blank range in gang fights due to tracking.
Originally by: AstroPhobic Let your playstyle determine your ammo, not the other way around. [:roll]
That is exactly what I'm doing. The ammo types I fit are based on the types of combats I get in and I choose what ammo type to load depending on what sort of fight it is going to be.
|

Yakov Draken
Minmatar Tides Of War
|
Posted - 2008.08.19 02:34:00 -
[46]
Originally by: Cpt Branko I don't like Hail. I use it (fairly often, for the fights which, as you said, actually count) out of neccesity. Does it melt people's faces? Well, yes, in the correct circumstances.
Well there ya go - that wasn't so hard. Hail M melts faces in the combats that really matter. You can dislike it as much as you want so long as we have that clear. 
|

AstroPhobic
Minmatar
|
Posted - 2008.08.19 02:39:00 -
[47]
Originally by: Yakov Draken
I never said in very few situation - I said Hail was useful in up close slugfests which we could lose. ie The important fights. You arn't reading what I'm writing Astro,
That's not what I said. Check what you quoted FROM ME.
Quote:
Who is fitting a dbl web? I'm in a gang more often than not. Contrary to some peoples beliefs solo ships performance is fairly irrelevant most of the time. There is always a bigger blob and when there is only one of you that is never more true.
Chances are in a gang fight you're not within hugging distance, and therefore it's completely necessary to preserve all your falloff with barrage. Hurricane isn't exactly nimble. Not only that, but switching ammo midfight is complete fail. If the target is EW'd enough for hail to be useful, you've already wasted it because the target is already dead. Provided of course you don't fly in gangs with 4 EAFs and a BC.
Quote:
Btw how bad do your think Hail M's tracking is?
-50%. Seems pretty obvious
Quote:
Medium AC's are designed to track cruisers - they track webbed BC's/BS's just fine with Hail fit.
Do you know what the difference between "just fine" and "very well" is? It's the difference in damage between hail and RF EMP. It's not really visible in game.
Quote: You don't need dbl webs
You do for hail to do more DPS. Like I said earlier, if you're sitting still 2km away from a webbed target, you've already disadvantaged yourself from your next target or wasted time switching ammo.
Quote: So no you are not doing more damage with Faction EMP at point blank range in gang fights due to tracking.
Next time pvp is a big hug fest, you let me know. |

murder one
Gallente Invincible Reason
|
Posted - 2008.08.19 02:50:00 -
[48]
Originally by: Yakov Draken
Originally by: murder one Void, Hail etc. needs about 30-40% DPS increase to make it worth it.
That sure would be a good way of stopping people flying other races - unless of course you have some completely OTT buffs to propose for them to.
When siege launchers recieved a 25% ROF buff (approx. 35% DPS buff) torps now do as much DPS as blasters, with no tracking, no cap and 30km range coming from a Raven with max skills, about 20km from other ships.
Torps don't need a buff, short range ammo or otherwise, and neither do lasers with their superior range and tracking. Void, with it's 6km optimal and destroyed tracking and massive cap use needs something worthwhile before it's useful. Same with Hail. |

Yakov Draken
Minmatar Tides Of War
|
Posted - 2008.08.19 02:54:00 -
[49]
Edited by: Yakov Draken on 19/08/2008 02:54:46
Originally by: AstroPhobic Chances are in a gang fight you're not within hugging distance,
. . .
You do for hail to do more DPS. Like I said earlier, if you're sitting still 2km away from a webbed target, you've already disadvantaged yourself from your next target or wasted time switching ammo.
. . .
Next time pvp is a big hug fest, you let me know.
Just letting you know - non nano/sniper pvp in Eve is generally a big hug fest. Most of the significant fights I've been in have been point blank range hug fests around undock points or gates. Most of the time the primary, secondary, and tertiary are all about 1-3km away. Sure some peopel like Nano's but my corp likes its' remote reps and we generally find that any serious non-nano/sniper opposition also likes their remote reps. Sure Hail hurts in combats where the enemy ships are scattered around but if they arn't nano's that simply means they arn't in RR range thus they die easy.
Remote reps are pwnsauce and this shapes much of Eve's non-nano/sniper combat.
Btw do you pvp? I'm just asking because I've pvped alot in Eve (you can check my corps killboard) and when I talk with Cpt Branko it is like we are talking about the same thing. I know he is a pvper. When I'm talking to you I don't get any clear impression you know much about real fights. |

AstroPhobic
Minmatar
|
Posted - 2008.08.19 03:04:00 -
[50]
Google my name and kills - or eve - or something.
See, the funny thing is, it seems to me like you just look at EFT dps and say OK - this one's better. You don't realize that you have tracking issues. You dont realize that at 10km you're better off with barrage. You probably don't know a lot of things like hit quality scales linearly with falloff. A lot of this is tough to tell ingame, and one who simply plays the game and ignores forums/discussions would probably never know.
If you're moving at 150m/s and your target is 90% webbed - YOU WILL have tracking issues with hail. I don't care if you say you hit fine - or you think you hit fine - you don't. Perhaps you should take a look at the tracking formula.
Hail has uses. Gang fights is not one of them. Any sort of gang engagement is NOT a 5km bubble of love. It's more like a 20, or 30km bubble of love. At which point RF EMP > Hail. But if you're simply trying to make yourself look cool on a killboard or whatever, go for it.  |

Yakov Draken
Minmatar Tides Of War
|
Posted - 2008.08.19 03:28:00 -
[51]
Edited by: Yakov Draken on 19/08/2008 03:29:38 Edited by: Yakov Draken on 19/08/2008 03:28:39
Originally by: AstroPhobic See, the funny thing is, it seems to me like you just look at EFT dps and say OK - this one's better. You don't realize that you have tracking issues. You dont realize that at 10km you're better off with barrage. You probably don't know a lot of things like hit quality scales linearly with falloff. A lot of this is tough to tell ingame, and one who simply plays the game and ignores forums/discussions would probably never know.:]
Which is why from the moment I joined Eve I read forums and searched for info. This lead me to Scrap Heap challenge which is by far the best place to go for info on Minmatar ships. I take the advice of the SHC vets seriously and this lead me to rate Hail M.
On top of this theoretical knowledge I have flown the Hurricane more than any other ship. TOW is a very small corp and since we fly together alot it is easy to compare relative damage across killmails and see who really is doing the most damage. We know each others skills and implants plus a decent percentage are operating at close to all lvl 5. It becomes fairly easy to see how much tracking etc matters.
I know from experiance that the tracking mod on Hail L is awful and I know the theoretical reason why - it is a BS gun with a tracking minus trying to track BS' and BC's. Hail M on the other hand is generally being shot at a BC or BS.
Originally by: AstroPhobic If you're moving at 150m/s and your target is 90% webbed - YOU WILL have tracking issues with hail. I don't care if you say you hit fine - or you think you hit fine - you don't. Perhaps you should take a look at the tracking formula.
I don't move at 150m/s *relative* to my opponent in combat. I sit stationary at 1k when shooting Hail M. It is not about looking at formula's it is about doing it right in practice.
Originally by: AstroPhobic Hail has uses. Gang fights is not one of them. Any sort of gang engagement is NOT a 5km bubble of love.
You are so wrong. Do you know how remote reps work? Do you realise that when people undock or warp to a gate they are bunched up? Sure some combats are spread out and when your covert calls you in you'll know that and fit barrage. If the enemy gang is bunched around a gate just fit Hail and pwn face. |

AstroPhobic
Minmatar
|
Posted - 2008.08.19 03:34:00 -
[52]
3 Things.
1. Don't talk to me like I'm dumb. I have treated you with somewhat respect, I'd advise you to do the same.
2. If you're sitting stationary from a target at 1km, that's not a gang fight, that's a gank. There's a huge difference when it comes to usefulness and ranges.
3. I don't know what kind of pvp you do in close range ships, but undock games doesn't count as the majority of my pvp. |

Khraunus
|
Posted - 2008.08.19 03:38:00 -
[53]
Edited by: Khraunus on 19/08/2008 03:38:31 Hi guys, boost mai scorch pls.
Faction mods are better than T2 mods, and faction ammo is better than T2 ammo (depending on the situation). It's not borked, you just have to use your brain and figure it out. |

Cpt Branko
Surge. NIght's Dawn
|
Posted - 2008.08.19 03:43:00 -
[54]
You're still forgetting the basic issue.
Which is this: Hail M has no alternative which provides the (essentially) same damage output. Other high damage T2 ammos do (Void, Conflag, etc, all easily matched by their respective faction ammos). Everyone else gets to use faction ammo which has no penalities, we can't if we hope to achieve our full DPS. You use it because you have to.
It's not a reason to love Hail (I hate the fact I often have no valid alternative and have to work my way around Hail drawbacks instead, particularly ugly for solo/small gang work). However, if you had RF Fusion M which did 99% of Hail damage without any drawbacks, you'd be saying Hail sucks (just like blaster pilots will say Void sucks and Amarr that Conflag sucks) too.
|

murder one
Gallente Invincible Reason
|
Posted - 2008.08.19 03:47:00 -
[55]
Originally by: Cpt Branko You're still forgetting the basic issue.
Which is this: Hail M has no alternative which provides the (essentially) same damage output. Other high damage T2 ammos do (Void, Conflag, etc, all easily matched by their respective faction ammos). Everyone else gets to use faction ammo which has no penalities, we can't if we hope to achieve our full DPS. You use it because you have to.
It's not a reason to love Hail (I hate the fact I often have no valid alternative and have to work my way around Hail drawbacks instead, particularly ugly for solo/small gang work). However, if you had RF Fusion M which did 99% of Hail damage without any drawbacks, you'd be saying Hail sucks (just like blaster pilots will say Void sucks and Amarr that Conflag sucks) too.
My RF EMP works great. WTH are you talking about? Totally the equivilant of Hail M from a results standpoint. |

AstroPhobic
Minmatar
|
Posted - 2008.08.19 03:54:00 -
[56]
Edited by: AstroPhobic on 19/08/2008 03:54:40 Pretty sure Branko's saying that if EMP did as much damage as AM (and switched damage types with fusion, god forbid), then there would be 0 use for hail. But as of now, hail does a small but significant amount of damage higher than EMP with generally more favorable damage types.
Still doesn't mean I'll ever use it. The day you catch me sitting in a minnie ship at 1km completely stopped is the day I got brain cancer. Some people like it too much - some people see it as a necessary evil - and some people don't ever use it. Point in case, it all stems from CCP's pre-nerf of minmatar 5 years ago. |

Yakov Draken
Minmatar Tides Of War
|
Posted - 2008.08.19 04:15:00 -
[57]
Originally by: AstroPhobic Don't talk to me like I'm dumb. I have treated you with somewhat respect, I'd advise you to do the same
I thought you started talking to me like I was an idiot awhile back then pulled back. I try to show respect though obviously I haven't been completely succesful.
Originally by: AstroPhobic 2. If you're sitting stationary from a target at 1km, that's not a gang fight, that's a gank.
I have been in many fights sitting at 1k or so from my target - what am I supposed to be doing instead? Why shouldn't people sit at 1k from the target in a gang fight?
In most ganks the target is coming through a gate and I fit Barrage/EMP and they die not long after I get to optimal range. That is a gank. In a larger short range fight it goes on longer and you have plenty of time to pwn with short range ammo.
Originally by: AstroPhobic 3. I don't know what kind of pvp you do in close range ships, .
That is the problem and it is hard to get around. Remote rep gangs completely destroy non remote rep gangs in no-nano/sniper warfare - ignoring cap warfare. To remote rep you have to be close together. But thats just the beginning.
Originally by: AstroPhobic undock games doesn't count as the majority of my pvp.
Nice little dig there. 
When we travel we move together. When we warp we warp as a group. When we jump through a gate we do it together. When our scouts find targets at a safe spot they arrange a warp in point - "go to the sun and warp to me at 20k's" so we drop right on top of our prey - together. Most competent gangs do this so our targets are generally together. Of course if the targets are spread out at a safe spot due to different align speeds we can just drop in on a couple that have got split off and kill them - that is why you keep together. My point is that in most situations in pvp the gang is in a tight group and landing right on top of people isn't hard.
One of the times it is tricky to stay together is jumping through a gate to attack someone on the other side. Obviously we start spread out so the first thing to do is make for the gate at full speed. With remote repping it really helps to be in jump range of the gate so that if you are primaried you can de-aggro and jump through the gate then return to the fight. Sometimes a ship or two will get webbed off the gate so either we rep them from the gate or bump them back to the gate. In short we fight as a tight nit group.
Btw belittling undock combat is popular in Eve but lets looks at some examples.
1. We are sitting in Iges and a gang of 3 Church RR BS's are sitting off our station undock with another BS at a safe aligned for the others. When we have enough people online we undock our plated mega with slaves first to take the aggro and then the rest of the gang - couple more BS's and a couple of BC's all with RR's. We kill all but one of them in the resulting slug fest for no loss. It was a damn fun fight with a great build up.
2. We undock on a gang of 5(?) Malicious Intentions' BS's camping us in Dastryns and proceed to rip into them. They cyno a carrier in and we lose one BS while the rest of us dock up. Not such a good fight but they were happy and once again a great build-up.
3. We got war decced by an empire merc corp. We undock gank their scout who comes to check us out and they cancel the war deck realising we are all flashy. They stick a plated Domi off our undock with 9-10 more RR BS's sitting in Stacmon on the Dastryns gate. We fit for gank plus plates and some RR and undock with a mixed BS/BC gang of 5-6. Their Domi pops just as they arrive at the station with the gang. We're already MWDing back over the top of the station and dock in safety hearts pounding.
Undock combat can be varied and fun.
I can give plenty of examples of close range combats fought at gates but I don't want to bore. |

Helios Hyperion
Federal Navy Academy
|
Posted - 2008.08.19 04:20:00 -
[58]
hail has a use against most t1 ships and some t2 ships that don't have very good explosive damage resistances.. in those circumstances when ur 1km away from your target the dps from Hail will outdo blasters and lasers. |

murder one
Gallente Invincible Reason
|
Posted - 2008.08.19 04:29:00 -
[59]
Originally by: AstroPhobic Edited by: AstroPhobic on 19/08/2008 03:54:40 Pretty sure Branko's saying that if EMP did as much damage as AM (and switched damage types with fusion, god forbid), then there would be 0 use for hail. But as of now, hail does a small but significant amount of damage higher than EMP with generally more favorable damage types.
Still doesn't mean I'll ever use it. The day you catch me sitting in a minnie ship at 1km completely stopped is the day I got brain cancer. Some people like it too much - some people see it as a necessary evil - and some people don't ever use it. Point in case, it all stems from CCP's pre-nerf of minmatar 5 years ago.
Still confused. EMP's damage type is 100% favorable. EM is the lowest resist on about 60% of my ships. |

Yakov Draken
Minmatar Tides Of War
|
Posted - 2008.08.19 04:35:00 -
[60]
Edited by: Yakov Draken on 19/08/2008 04:35:38
Originally by: murder one Still confused. EMP's damage type is 100% favorable. EM is the lowest resist on about 60% of my ships.
Two things.
1. EMP does almost half EMP, plenty of EXP and some kinetic
2. EM is the highest resist on armor tanks using EANM's - this is a very popular setup. Resists of around 85% vs EM are fairly common. |

murder one
Gallente Invincible Reason
|
Posted - 2008.08.19 04:46:00 -
[61]
Originally by: Yakov Draken Edited by: Yakov Draken on 19/08/2008 04:35:38
Originally by: murder one Still confused. EMP's damage type is 100% favorable. EM is the lowest resist on about 60% of my ships.
Two things.
1. EMP does almost half EMP, plenty of EXP and some kinetic
2. EM is the highest resist on armor tanks using EANM's - this is a very popular setup. Resists of around 85% vs EM are fairly common.
Ahh. Now I get it.
Assuming that your perceptions are that of the general player base at large (assuming a lot I'm sure) then it makes sense to me why people would think that EMP is a poor choice for damage type.
It's pretty much incorrect. Most of the (let me be specific here) *armor* tanks that I come across these days have EM as the lowest resist, or nearly as low as explosive.
Thanks for trying however. |

Yakov Draken
Minmatar Tides Of War
|
Posted - 2008.08.19 06:25:00 -
[62]
Originally by: murder one Ahh. Now I get it.
Assuming that your perceptions are that of the general player base at large (assuming a lot I'm sure) then it makes sense to me why people would think that EMP is a poor choice for damage type..
"Assumming a lot" is fine except at the end of your post where you pwn me with your assumptions.  EMP is a fantastic ammo type and this is well understood by most players. RF EMP is tasty stuff and I wouldn't fly without it.
My three favourite matar M ammo types are (in order):
1. Barrrage M - luv it plus its' L version 2. RF EMP M - You can fit this for any fight you don't want to fit Barrage on and you won't come out bad as it has mixed damage types and high base damage. 3. Hail M - good for Hurricanes when used in the close up pwn face role vs armor tankers. Remember it is a gank ship.
Originally by: murder one Most of the . . . *armor* tanks that I come across these days have EM as the lowest resist, or nearly as low as explosive.
Can't say there are many tanks with 3 resists slots that I would fit 3x Active hardeners on compared to 2xEANM's and a DCU. With good compensation skills, and especially with the modestly priced (for BS fittings) Amarr Navy EANM's, it is just a better tank on top of not needing to be turned on. As for fitting more than 4 resist module - sure on a Myrm or Domi but I'd much rather have more gank mods/plates on most things.
Bottomline is winning the hard fights. For me those (excluding Nano/Recon) have been versus other pvp corps who fly alot of Mega's, Typhoons, Armageddons, Tempests and Abaddons. These geenrally fit a EANM/DCU tanks. So I'd rather load Hail M in a Hurricane for that sort of fight, or RF Fusion in a Tempest, though RF EMP is a decent option in any situation it has the range for. Cause RF EMP rocks. No argument there sorry.
Originally by: murder one [Thanks for trying however.
|

Uzuki Shootmenow
|
Posted - 2008.08.19 07:31:00 -
[63]
BOOST AMARR!
ohwai... |

Holy Lowlander
Aurora Acclivitous Paxton Federation
|
Posted - 2008.08.19 08:05:00 -
[64]
so your own race' t2 ammo sucks ?!
I present to you , SCORCH AMMO !!!  Its made out of win, range and cool light effects !
so train for t2 pulse lasers today
|

Dr Fighter
|
Posted - 2008.08.19 08:12:00 -
[65]
Originally by: Holy Lowlander so your own race' t2 ammo sucks ?!
I present to you , SCORCH AMMO !!!  Its made out of win, range and cool light effects !
so train for t2 pulse lasers today
read the OP, ranged t2 is fine, its close t2 that sux with very few users compared to faction.
let me guess you pack scorch and navy mults/xray/gamma? im a mind reader.  |

Bubleguy
|
Posted - 2008.08.19 08:25:00 -
[66]
You compare only the damage and the penalties between Faction and T2.
I think you are forgetting an important point or maybe I am wrong.
Let's take the example of cruise missiles... or heavy missile if you prefer . The difference between T2 and faction is : To use T2 missile you have to use T2 launchers, and to use T2 launchers you need to have train the skill heavy missile specialization that give 2% rate of fire per level. So if you take time to train that skill lvl, you will launch T2 missile more often than with faction one.
It is the same with turrets. For example if you use T2 crystal you need to use T2pulse/beam that requires beam/pulse specialisation skills(give 2% rate of fire per lvl).
Sure it takes more time to use T2 instead of faction but in the end the damage will be better.
Am I wrong? |

Dr Fighter
|
Posted - 2008.08.19 08:33:00 -
[67]
Edited by: Dr Fighter on 19/08/2008 08:34:58
Originally by: Bubleguy You compare only the damage and the penalties between Faction and T2.
I think you are forgetting an important point or maybe I am wrong.
Let's take the example of cruise missiles... or heavy missile if you prefer . The difference between T2 and faction is : To use T2 missile you have to use T2 launchers, and to use T2 launchers you need to have train the skill heavy missile specialization that give 2% rate of fire per level. So if you take time to train that skill lvl, you will launch T2 missile more often than with faction one.
It is the same with turrets. For example if you use T2 crystal you need to use T2pulse/beam that requires beam/pulse specialisation skills(give 2% rate of fire per lvl).
Sure it takes more time to use T2 instead of faction but in the end the damage will be better.
Am I wrong?
yes you are wrong.
T2 launchers vs faction launchers: faction fire slightly faster than t2 at spec lvl 5 using either faction or t2 ammo (obviously faction launchers cannot fire t2 missiles, but if they could they would do slightly more dmg as they do with any other missile)
2 guns vs faction guns: faction do slightly less dmg (few %) using either t2 or faction ammo (obviously faction guns cannot fire t2 ammo, but if they could they would do slightly less dmg as they do with any other ammo)
the ammo itself is the issue remeber not the weapon.
t2 long range ammo does more than faction long range, the penalties worth it for the dmg boost t2 short range ammo does more or less the same as faction but with horrible penalties |

kessah
Suicidal Tendencies Ltd
|
Posted - 2008.08.19 08:34:00 -
[68]
I rarly use Hail its short range make it very tough to work with in anything battleship sized. What i find is if im in an engagement switch ammo is only done when you really notice a ship tank your weapons. Mostly your committed all through the fight.
Also tbh i think Auto Cannon ammo takes up so much cargo space, i mean for dual 650's you normally have to pack at least 1000ish RF and about the same with Barrage i rarly bring hail as im down to nearly 12 800's in my hold and 16 is the minimum i like to bring. |

adriaans
Amarr Explora Empire Interstellar Alcohol Conglomerate
|
Posted - 2008.08.19 08:40:00 -
[69]
lower the penalties and the penalties that mutliply the more you have and lower the time needed to manufacture, there, solved ;)
that said, t2 ammo is cheaper....:P |

The Djego
Minmatar merovinger inc
|
Posted - 2008.08.19 08:56:00 -
[70]
Edited by: The Djego on 19/08/2008 09:02:33
Originally by: murder one Void, Hail etc. needs about 30-40% DPS increase to make it worth it. Particularly Void with it's horrible cap use and garbage tracking. Hail isn't so bad when I use it with my Hurricane. Sometimes I use it as a different damage type over RF EMP M.
Void is simply more specilized.
Void is a bit diffrent in use that Faction Amno. It sucks preaty close and against anything smaller than a BC. Even BCs and BS are tricky targets because of the reduced sweet spot where you can do the best Damage. It has a higher Optimal than Antimatter what leads to a acceptalbe Tracking near the Optimal(4-5km for BS) if the Target is webbed. Because of the smaller Falloff the Amno only realy works between 3-8km on the BS Level. So timing and manuvering is importent to get as soon as possible on a good Range and hold your Target there. So you have 2 Options, timing and a bit luck to land of 4-5km of the other Ship where Tracking is less of an Issue or bumping it and try to Web it at a good range(if you do it wrong and it stops to close to you, you loose lots of Damage even against a BS because of the Tracking.
Before Faction Amno you had to relaod Null against sub BC Targets most of the time(so only Void was a killer, you needet Null to). But since Faction Amno donŠt have all this Drawbacks and does nearly the same Damage and can hit sub BC Targets acceptalbe itŠs not realy worth to use it any more.
25% more Damage would change this, shure it is harder to handle and have Drawbacks but it would lead to a advantage if used right, like it clearly leads to a disadvantage if you do it wrong. Null mostly does the job well against smaller Targets(they try to stay out of Web any way) so I would go back to Void/Null lossing some flexiblity of Faction Amno for more Damage when I need it(mostly Commands and the strong Active/Buffer/Passive Tanks of the BS that you encounter in PVP today.
Quote: lower the penalties and the penalties that mutliply the more you have and lower the time needed to manufacture, there, solved ;)
Price is not the Issues, if you PVP wiht Rigs, Implants, T2 Fittings and Factiongear(at least to slove the CPU Issuses in my case) 1-2 M for Amno donŠt matter at all, itŠs all about performace. We donŠt need 2 Amnos dooing the same(while Shortrange T2 expept of Hail does even worse because of the Penaltys). |

Deviana Sevidon
Gallente Panta-Rhei United Front Alliance
|
Posted - 2008.08.19 09:03:00 -
[71]
Please do not feed Butter Dog.
Barrage - Great Autocannon Ammo Null - Great Blaster Ammo Javelin Heavy Assault Missiles - Long Range HAMs (great) Scorch - Awesome for Pulse Lasers Aurora - Nice for Sniping |

The Djego
Minmatar merovinger inc
|
Posted - 2008.08.19 09:09:00 -
[72]
Originally by: Deviana Sevidon Please do not feed Butter Dog.
Barrage - Great Autocannon Ammo Null - Great Blaster Ammo Javelin Heavy Assault Missiles - Long Range HAMs (great) Scorch - Awesome for Pulse Lasers Aurora - Nice for Sniping
Its not about the Long Range T2 Amnos, its about the short Range... |

Cpt Branko
Surge. NIght's Dawn
|
Posted - 2008.08.19 09:46:00 -
[73]
Originally by: murder one
My RF EMP works great. WTH are you talking about?
It's 10% less raw damage when compared to Hail (contrasted by 1% less damage when comparing CN AM with Void, etc)?
|

Epidemis
|
Posted - 2008.08.19 10:11:00 -
[74]
Originally by: Butter Dog Just a quick one.
Basically nearly all T2 ammo has little practical purpose (aside from Barrage, Null, and the long-range sniping ammo) thanks to faction ammo.
If you want an example...
T2 heavy missiles.
Less speed than faction, less range, less damage, extra penalties... pls just fix it (and things like Hail and Void).
ta x
Topic moderated - Mitnal
Cost. I know this isnt that much of an issue in pvp, but in pve some T2 ammo is ftw. |

Beltantis Torrence
|
Posted - 2008.08.19 11:25:00 -
[75]
I'd rather just have close range T2 ammo that did more damage than T1, less damage than Faction, but didn't have tracking and cap issues. The way it works out right now there may as well just not be T2 ammo available because there's almost no situations where I'd actually use it. Whatever damage benefit it has over T1 is lost in the tracking unless its a gate gank but if its a gate gank I probably wouldn't waste expensive ammo anyway. |

The Djego
Minmatar merovinger inc
|
Posted - 2008.08.19 12:02:00 -
[76]
Originally by: Beltantis Torrence I'd rather just have close range T2 ammo that did more damage than T1, less damage than Faction, but didn't have tracking and cap issues. The way it works out right now there may as well just not be T2 ammo available because there's almost no situations where I'd actually use it. Whatever damage benefit it has over T1 is lost in the tracking unless its a gate gank but if its a gate gank I probably wouldn't waste expensive ammo anyway.
So why should somebody spare his Cargo Hold for a Amno that is simply worse but a bit cheaper? Damage Bonus is not voided by the Tracking Penalty, it only makes it from a general choice to a more specific choice, denpending on the Target, Range, Speed, Weaponsize, etc.
I think I couldnŠt care less if I spend 1000 ISK p/u or 300 ISK p/u since even BS donŠt need more than 200-250 Charges in general(if i kill it solo). If you use overheat you are spending way more only for a short boost...
|

Derek Sigres
|
Posted - 2008.08.19 12:07:00 -
[77]
As of this exact moment there are a number of useless missiles in the Caldari lineup:
Precision Heavy Missiles - 25% less damage for a mere 250m/s explosion velocity. Also, the missiles travel slower than the T1 varient while slowing you down.
Precision Cruise Missiles - 25% less damage but it gets the SAME explosion velocity as the Precision Heavy Missile. Useless given the current situation where if you aren't fighting a battleship it's probably a nanoship and that means it gets to ignore most of your damage anyway. Also, they have a speed penalty.
Fury Heavy Missiles - Extra damage is nice but your range is hacked down to slightly more than that of a HAM. HAM's do more damage - why bother loading Fury Heavy Missiles?
Fury Cruise Missiles - Extra damage, range is hacked down to slightly more than Torpedos. Torpedos do more damage - why bother?
However there are some exceedingly useful T2 missiles:
Precison Light Missiles - the first and last word in the Caldari arsenel against the nano ship. Essentially the only munition that works against a nano ship.
Javelin Rockets - Lets you stay outside of web range when spitting rockets at people. Downside is they make rockets suck harder than they do already in terms of damage.
Javelin HAM's - similar damage to Heavy Missiles with similar range. HAM's and their long range varient give you the best of both worlds.
Javelin Torps - Less range than Cruise missiles but still sufficient for many PVE (and a handful of PVP applications). Less damage than the T1 varient but it still delivers loads of damage.
Rage Torps - Target not moving and at point blank range? Rage torps are the last word in the caldari sup capital lineup for delivering unimaginable pain. The downside is you rarely find a situation to use them in.
Rage Rockets - Make your rockets suck less at delivering damage. The downside is you're guarnteed to be inside web range without excellet skills and a range bonused ship. |

Baudolino
Gallente Royal Crimson Lancers
|
Posted - 2008.08.19 12:11:00 -
[78]
I used tech II caldari, minmatar and gallente ammo for a short time after they were released.
I quickly found them to be an utter joke that completely screwed your setups and have not used them since.
Just one of many examples in which CCPs proficiency at nerfing game content advances fundamentally topsy-turvy gaming realities.
I can only wonder at how crap tech III ammo is going to be.. Afterall- it seems opposed to CCP policy that the combination of isk and skill should create a significant divide between those who have both and those who have neither..
I should probably thank them as i never seen to be getting richer in more then skills |

Denuo Secus
|
Posted - 2008.08.19 13:21:00 -
[79]
Originally by: Derek Sigres As of this exact moment there are a number of useless missiles in the Caldari lineup:
Precision Heavy Missiles - 25% less damage for a mere 250m/s explosion velocity. Also, the missiles travel slower than the T1 varient while slowing you down.
Precision Cruise Missiles - 25% less damage but it gets the SAME explosion velocity as the Precision Heavy Missile. Useless given the current situation where if you aren't fighting a battleship it's probably a nanoship and that means it gets to ignore most of your damage anyway. Also, they have a speed penalty.
Fury Heavy Missiles - Extra damage is nice but your range is hacked down to slightly more than that of a HAM. HAM's do more damage - why bother loading Fury Heavy Missiles?
Fury Cruise Missiles - Extra damage, range is hacked down to slightly more than Torpedos. Torpedos do more damage - why bother?
However there are some exceedingly useful T2 missiles:
Precison Light Missiles - the first and last word in the Caldari arsenel against the nano ship. Essentially the only munition that works against a nano ship.
Javelin Rockets - Lets you stay outside of web range when spitting rockets at people. Downside is they make rockets suck harder than they do already in terms of damage.
Javelin HAM's - similar damage to Heavy Missiles with similar range. HAM's and their long range varient give you the best of both worlds.
Javelin Torps - Less range than Cruise missiles but still sufficient for many PVE (and a handful of PVP applications). Less damage than the T1 varient but it still delivers loads of damage.
Rage Torps - Target not moving and at point blank range? Rage torps are the last word in the caldari sup capital lineup for delivering unimaginable pain. The downside is you rarely find a situation to use them in.
Rage Rockets - Make your rockets suck less at delivering damage. The downside is you're guarnteed to be inside web range without excellet skills and a range bonused ship.
Great roundup, thanks! For instance, I didn't see the equality of Javelin HAM and HMs before  |

Butter Dog
Gallente The Littlest Hobos
|
Posted - 2008.08.19 18:10:00 -
[80]
Originally by: Denuo Secus
Originally by: Derek Sigres As of this exact moment there are a number of useless missiles in the Caldari lineup:
Precision Heavy Missiles - 25% less damage for a mere 250m/s explosion velocity. Also, the missiles travel slower than the T1 varient while slowing you down.
Precision Cruise Missiles - 25% less damage but it gets the SAME explosion velocity as the Precision Heavy Missile. Useless given the current situation where if you aren't fighting a battleship it's probably a nanoship and that means it gets to ignore most of your damage anyway. Also, they have a speed penalty.
Fury Heavy Missiles - Extra damage is nice but your range is hacked down to slightly more than that of a HAM. HAM's do more damage - why bother loading Fury Heavy Missiles?
Fury Cruise Missiles - Extra damage, range is hacked down to slightly more than Torpedos. Torpedos do more damage - why bother?
However there are some exceedingly useful T2 missiles:
Precison Light Missiles - the first and last word in the Caldari arsenel against the nano ship. Essentially the only munition that works against a nano ship.
Javelin Rockets - Lets you stay outside of web range when spitting rockets at people. Downside is they make rockets suck harder than they do already in terms of damage.
Javelin HAM's - similar damage to Heavy Missiles with similar range. HAM's and their long range varient give you the best of both worlds.
Javelin Torps - Less range than Cruise missiles but still sufficient for many PVE (and a handful of PVP applications). Less damage than the T1 varient but it still delivers loads of damage.
Rage Torps - Target not moving and at point blank range? Rage torps are the last word in the caldari sup capital lineup for delivering unimaginable pain. The downside is you rarely find a situation to use them in.
Rage Rockets - Make your rockets suck less at delivering damage. The downside is you're guarnteed to be inside web range without excellet skills and a range bonused ship.
Great roundup, thanks! For instance, I didn't see the equality of Javelin HAM and HMs before 
Its a good roundup if you take T2 missiles in isolation.
But factor in the lack of penalties from Faction, and the extra benefits, and the vast majority of T2 missiles in fact don't really have a role.
PS - why did they remove the word shit from the tpoic title? it aint moderated these days |

Mag's
MASS
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Posted - 2008.08.19 18:37:00 -
[81]
Originally by: Deviana Sevidon
Null - Great Blaster Ammo
  |

Zanarkand
Gallente Enterprise Estonia Veritas Immortalis
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Posted - 2008.08.19 18:57:00 -
[82]
Originally by: Mag's
Originally by: Deviana Sevidon
Null - Great Blaster Ammo
 
?
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Derek Sigres
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Posted - 2008.08.19 18:59:00 -
[83]
Originally by: Butter Dog
Originally by: Denuo Secus
Originally by: Derek Sigres As of this exact moment there are a number of useless missiles in the Caldari lineup:
Precision Heavy Missiles - 25% less damage for a mere 250m/s explosion velocity. Also, the missiles travel slower than the T1 varient while slowing you down.
Precision Cruise Missiles - 25% less damage but it gets the SAME explosion velocity as the Precision Heavy Missile. Useless given the current situation where if you aren't fighting a battleship it's probably a nanoship and that means it gets to ignore most of your damage anyway. Also, they have a speed penalty.
Fury Heavy Missiles - Extra damage is nice but your range is hacked down to slightly more than that of a HAM. HAM's do more damage - why bother loading Fury Heavy Missiles?
Fury Cruise Missiles - Extra damage, range is hacked down to slightly more than Torpedos. Torpedos do more damage - why bother?
However there are some exceedingly useful T2 missiles:
Precison Light Missiles - the first and last word in the Caldari arsenel against the nano ship. Essentially the only munition that works against a nano ship.
Javelin Rockets - Lets you stay outside of web range when spitting rockets at people. Downside is they make rockets suck harder than they do already in terms of damage.
Javelin HAM's - similar damage to Heavy Missiles with similar range. HAM's and their long range varient give you the best of both worlds.
Javelin Torps - Less range than Cruise missiles but still sufficient for many PVE (and a handful of PVP applications). Less damage than the T1 varient but it still delivers loads of damage.
Rage Torps - Target not moving and at point blank range? Rage torps are the last word in the caldari sup capital lineup for delivering unimaginable pain. The downside is you rarely find a situation to use them in.
Rage Rockets - Make your rockets suck less at delivering damage. The downside is you're guarnteed to be inside web range without excellet skills and a range bonused ship.
Great roundup, thanks! For instance, I didn't see the equality of Javelin HAM and HMs before 
Its a good roundup if you take T2 missiles in isolation.
But factor in the lack of penalties from Faction, and the extra benefits, and the vast majority of T2 missiles in fact don't really have a role.
PS - why did they remove the word shit from the tpoic title? it aint moderated these days
From a high damage standpoint for "general use" I'd opt for faction missiles. The has been exactly ONE instance where I loaded fury cruise missiles - I was helping lay seige to a POS (I don't yet have T2 torpedos - everything else but torps and citadels though) and I figured I'd best bring something that did more damage than cruise. Faction missiles are too expensive to waste thousands of em on an installation so I just used the T2's.
But the javelin missiles and the precision lights are unquestionably useful and their faction equivalent doesn't fufill the same function (I.E. hitting small fast targets or hitting targets at range). Most of the rage/fury missiles sit in the marginally useful or useless category along with the rest of the missiles. |

Zantei
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Posted - 2008.08.19 19:37:00 -
[84]
Void is funny as shit, it doesn't hit anything at all. When the web nerf comes in, it'll be even more useless. |

Angelic Eviaran
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Posted - 2008.08.19 19:40:00 -
[85]
Nah don't remove faction ammo, just fix t2 ammo. really. |

Deviana Sevidon
Gallente Panta-Rhei United Front Alliance
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Posted - 2008.08.19 19:55:00 -
[86]
Originally by: Mag's
Originally by: Deviana Sevidon
Null - Great Blaster Ammo
 
With Null you lose a bit of damage, compared to plain Antimatter. But the penalty is not that large and the Ammo makes it up for a bit of extra range. Null may not be the best choice for all situations, but is overall, very useful. |

Derek Sigres
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Posted - 2008.08.19 19:59:00 -
[87]
Originally by: Zantei Void is funny as shit, it doesn't hit anything at all. When the web nerf comes in, it'll be even more useless.
Why do you think they call it Void? Void does afterall mean useless, or ineffectual. 
It's just like fury missiles are so called because you get enraged when trying to use them. And Rage missiles cause even more anger thus the stronger anger synonym. |

Zantei
|
Posted - 2008.08.19 20:40:00 -
[88]
Originally by: Derek Sigres
Originally by: Zantei Void is funny as shit, it doesn't hit anything at all. When the web nerf comes in, it'll be even more useless.
Why do you think they call it Void? Void does afterall mean useless, or ineffectual. 
It's just like fury missiles are so called because you get enraged when trying to use them. And Rage missiles cause even more anger thus the stronger anger synonym.
lmao ;p |

Cpt Branko
Surge. NIght's Dawn
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Posted - 2008.08.20 03:50:00 -
[89]
Originally by: Derek Sigres
Originally by: Zantei Void is funny as shit, it doesn't hit anything at all. When the web nerf comes in, it'll be even more useless.
Why do you think they call it Void? Void does afterall mean useless, or ineffectual. 
It's just like fury missiles are so called because you get enraged when trying to use them. And Rage missiles cause even more anger thus the stronger anger synonym.
Awesome  |

Rhaegor Stormborn
Pestilent Industries Amalgamated
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Posted - 2008.08.20 03:57:00 -
[90]
The only people who would be against removing the penalties from Tech 2 ammo are people who run missions and sell faction ammo or they don't have the skills to use Tech 2 ammo themselves. There is absolutely no reason that Tech 2 ammo should have such steep penalties. It is Tech 2, it should be way better than Tech 1 ammo and if faction ammo was not around, people would in many cases use Tech 1 ammo over Tech 2 due to the penalties. |

Derek Sigres
|
Posted - 2008.08.20 04:02:00 -
[91]
Originally by: Rhaegor Stormborn The only people who would be against removing the penalties from Tech 2 ammo are people who run missions and sell faction ammo or they don't have the skills to use Tech 2 ammo themselves. There is absolutely no reason that Tech 2 ammo should have such steep penalties. It is Tech 2, it should be way better than Tech 1 ammo and if faction ammo was not around, people would in many cases use Tech 1 ammo over Tech 2 due to the penalties.
Penalties are fine in a general way - it's just that often the penalties make it impossible to do the job you want to do with the ammunition. If you load void it's because you want to deal horrible pain at POINT BLANK range - the tracking penalty means if the target so much as uses a can of air to propel their ship around you're going to miss. . . A LOT! It's directly contrary to what you're trying to do - maximize your damage. Instead it OUGHT to steepen the cap drain on your guns substantially. This is a manageable problem to overcome.
As an example where the downside doesn't really do anything, look at Spike ammo. It's commonly seen on fleet battleships in spite of the horrible tracking penalty because at the ranges they operate (often at or near a standstill) the penalty is meaningless. |

Cpt Branko
Surge. NIght's Dawn
|
Posted - 2008.08.20 04:07:00 -
[92]
Originally by: Derek Sigres
Originally by: Rhaegor Stormborn The only people who would be against removing the penalties from Tech 2 ammo are people who run missions and sell faction ammo or they don't have the skills to use Tech 2 ammo themselves. There is absolutely no reason that Tech 2 ammo should have such steep penalties. It is Tech 2, it should be way better than Tech 1 ammo and if faction ammo was not around, people would in many cases use Tech 1 ammo over Tech 2 due to the penalties.
Penalties are fine in a general way - it's just that often the penalties make it impossible to do the job you want to do with the ammunition. If you load void it's because you want to deal horrible pain at POINT BLANK range - the tracking penalty means if the target so much as uses a can of air to propel their ship around you're going to miss. . . A LOT! It's directly contrary to what you're trying to do - maximize your damage. Instead it OUGHT to steepen the cap drain on your guns substantially. This is a manageable problem to overcome.
As an example where the downside doesn't really do anything, look at Spike ammo. It's commonly seen on fleet battleships in spite of the horrible tracking penalty because at the ranges they operate (often at or near a standstill) the penalty is meaningless.
Generally, this.
The reasons why things like Barrage/Null/Scorch are completely fine with penalities? They reduce tracking, but on long range ammo - and tracking is less of a issue as range increases (assuming speed is a constant).
For short range ammos, tracking nerf really reduces their usability (and on some, the range penalities are horrible, like Hail with both a optimal and falloff reduction).
I'm generally OK with some range / cap / etc penalities, but tracking penalities on short range ammo go against what the ammo is intended for.
|

The Djego
Minmatar merovinger inc
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Posted - 2008.08.20 08:57:00 -
[93]
Edited by: The Djego on 20/08/2008 09:03:58 Void is not useless, it is only limeted in use because of the Tracking Penalty to slow(webbed) Targets of the same size and has a smaller window of Range where it is actualy more usefull than Antimatter. 
BS vs BS
BS vs Cruiser
Both done with max Trasverial under the Web, less Trasverial works more in favour of Void, expanding his usefull range down at the 1-3km Spot. Void should give a better advantage in therms of Damage given that the better peek Damage at 7km only results of the higher Optimal of the Amno and in a common Range 3-5km both Amnos do to simlar given that the extra tracking will restult in better Hits. |

Holy Lowlander
Aurora Acclivitous Paxton Federation
|
Posted - 2008.08.20 09:12:00 -
[94]
I think faction ammo (so not the crystals) suck really hard because they are incredibly expensive ...
t2 ammo is prety cheap tough :).
another *yay* for ammar :)
oh and btw , I only use amarr navy Multi and scorch (I also have gamma but I never use it tbh).... |

Setana Manoro
Gallente Firefly Inc.
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Posted - 2008.08.20 11:54:00 -
[95]
Originally by: Mashie Saldana One fix is to remove the faction ammo 
Yet another fix is for the OP to pvp in-game and not on the eve-o forums. You know, log in from time to time and kill something, play the game. |

Butter Dog
Gallente The Littlest Hobos
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Posted - 2008.08.20 12:45:00 -
[96]
Originally by: Setana Manoro
Originally by: Mashie Saldana One fix is to remove the faction ammo 
Yet another fix is for the OP to pvp in-game and not on the eve-o forums. You know, log in from time to time and kill something, play the game.
Why don't you just do everyone a favour and stop posting. Forever 
Of course I'm sure you log in all the time on that alt and can tell us all about faction ammo V's T2 ammo. In which case... do go ahead.
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Dr Fighter
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Posted - 2008.08.20 13:01:00 -
[97]
the argument that close range t2 ammo its cheap is silly, its cheap because no one uses it.  |
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