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TomB
|
Posted - 2004.06.25 13:25:00 -
[1]
Again we apoligize for the new accuracy that got rushed out too soon, been working day and night on fixing it for combat vs. same ship class. More than just tracking tuning has taken place but these tunings had been in work long before and have now also seen its light. This was also mentioned here this is a link to another thread.
Tracking Speeds have been tuned a whole lot on all Tech I modules and are currently in testing on the Testing Server.
This is only a test but has been made public to speed up the tuning progress, specially since the testing progress on a closed server is much slower, so comments on current Tech I turret tracking are most welcome but please realise that these changes are not final and will get further tuning.
Other tuning have occured on turrets, details on these tunings are listed add the bottom below the graphs but here are also details on the reasons for these tunings and statistics:
Blasters decreased Fall Off, blasters were working at too far ranges, specially the large sized ones. With fixed tracking these now operate extremely well at 2.5 - 15KM ranges, hot spot for them would be at around 5 - 7.5KM.
AutoCannons/Repeating Artilleries have been put to same Fall Off ranges just as the big artilleries. Projectile turrets don't get a bonus to capacitor need when picking smaller turrets as hybrids and lasers do, and less fitting requirement was not enough.
New: Some Projectile Ammo have been given increased in damage, specially the lower end ammo's as their capacity bonus was not as rewarding as the capacitor usage bonus for lasers or hybrids.
Pulse Lasers have been given a little love, both on Damage Multiplier and on Optimal Range. These turrets had been lacking both damage and range compared to AutoCannons and Blasters since release but should now be operating much better.
Beam Lasers have either gotten a Optimal Range increase or a Damage Multiplier increase, the bonus is not that large and they won't be able to out damage Railguns on Gallente ships, nor do better damage per cap per sec as Railguns on Gallente ships or Artilleries on Minmatar ships, nor get the same range as these two. They how ever have much better tracking + Amarr ships are much better defence wise, possible further bonus for lasers could be decreased volume of capacitor boosters.
Here are graphs showing old statistics for large turrets on damage by range, new statistics on these and with level 4 Gallente damage bonus and level 4 ROF and damage bonus on Tempest:
Old Close Combat Large Damage by Range with no skills applied:
 Note how bad the pulse lasers operate + they have worse tracking.
Updated: New Close Combat Large Damage by Range with no skills applied:
 Pulse Lasers operating better by range, note how fall off of AutoCannons get smoothend out in Fall Off as menioned in the text above.
Updated:New Close Combat Large Damage by Range with LVL 4 Battleship showing Megathron with Blasters and Tempest with AutoCannons:
 Pulse Lasers do not have as big sweet spot as AutoCannons and Blasters but it's a beginning for improving them.
Old Long Range Combat Large Damage by Range with no skills applied:

Updated:New Long Range Combat Large Damage by Range with no skills applied:
 The changes are not dramatic, the beam lasers either get little more damage or little more range, but the tachyon is atleast better than the mega beam at any range, besides tracking now.
Updated:New Long Range Combat Large Damage by Range with LVL 4 Battleship showing Megathron with Rails and Tempest with Artilleries:
 The 425mm Railgun on a Megathron / Dominix is the most devasting weapon until extreme ranges where the fall off of Artilleries on Tempest with its dmg + ROF bonus or Typhoon with optimal bonus (not shown for Typhoon but at longer ranges the typhoon gets a bigger bonus than tempest on these graphs). The Beam Lasers in this case are getting a little improvement but still do not get close to the Rails or Artilleries, how ever they have better tracking so this is only an improvement.

2004.07.06 19:30:45combatTomB strikes you critically with his Nerf Bat, pwning you for -100% everything. |

TomB
|
Posted - 2004.06.25 13:26:00 -
[2]
Hybrids
Small
Light Electron Blaster I Decreased Fall Off from 2000 to 1500 Decreased Capacitor Usage from 2 to 1.56
Light Ion Blaster I Decreased Fall Off from 2800 to 2000 Decreased Capacitor Usage from 3 to 2.56
Light Neutron Blaster I Decreased Fall Off from 3600 to 2500 Decreased Capacitor Usage from 5 to 3.33
75mm Gatling Rail Increased Capacitor Usage from 1 to 1.67
125mm Railgun Decreased Capacitor Usage from 3 to 2.44
150mm Railgun Decreased Capacitor Usage from 5 to 3.78
Medium
Heavy Electron Blaster I Decreased Fall Off from 4000 to 3000 Decreased Capacitor Usage from 7 to 4.67
Heavy Ion Blaster I Decreased Fall Off from 5600 to 4000 Decreased Capacitor Usage from 10 to 7.67
Heavy Neutron Blaster I Decreased Fall Off from 7200 to 5000 Decreased Capacitor Usage from 13 to 10
200mm Railgun I Decreased Capacitor Usage from 8 to 7.33
250mm Railgun I Decreased Capacitor Usage from 13 to 11.33
Large
Electron Blaster Cannon I Decreased Fall Off from 8000 to 6000 Decreased Capacitor Usage from 20 to 14
Ion Blaster Cannon I Decreased Fall Off from 11200 to 8000 Decreased Capacitor Usage from 25 to 23
Neutron Blaster Cannon I Decreased Fall Off from 14400 to 10000
350mm Railgun I Increased Capacitor Usage from 20 to 22
425mm Railgun I Increased Capacitor Usage from 30 to 34
New: Projectile Ammo
Carbonized Lead Increased Explosive Damage (2 small, 4 medium, 8 large)
Nuclear Increased Explosive Damage (2 small, 4 medium, 8 large)
Proton Changed into: Small: 3 EM - 4 Kinetic Medium: 6 EM - 8 Kinetic Large: 12 EM - 16 Kinetic
Depleted Increased Explosive Damage (1 small, 2 medium,4 large)
Titanium Increased Explosive Damage (1 small, 2 medium,4 large)
Fusion Increased Explosive Damage (1 small, 2 medium,4 large)
Signature Radius of Ships
Signature Radius of ships have also been tuned down for frigates and cruisers for the tracking speed changes, the targeting timers should be a little out of hand currently but will get fixed when the tracking speed are final and ready to go to Tranquility. Note that NPCÆs have not gotten any adjustments and these wonÆt happen until we have out-balanced the accuracy.
Big turrets might be able to hit smaller vessels better than was planned, so more changes to Signature Radiuses and Signature Resolution on turrets to adjust along with might happen as well.
You are most welcome to test all these changes out and see how they operate currently on the Testing Server, as mentioned above these are just put into public testing for player help in getting accuracy out as soon as possible, so please do not shout out if some turrets are currently broken or not hitting well enough or to good, just leave behind your feedback and comments and it will get adressed.
And again we apoligize for the current state on the Live Server and hope this gets sorted out as soon as possible and that we manage to get this updated on to Tranquility on Monday.

2004.07.06 19:30:45combatTomB strikes you critically with his Nerf Bat, pwning you for -100% everything. |

TomB
|
Posted - 2004.06.25 13:26:00 -
[3]
A lot of minor capacitor changes have also been made on Hybrids and Lasers, to balance the damage per capacitor per second a little between the classes and also to give smaller turrets within classes a boost. Lasers still use much more capacitor and do not operate well on other ships than Amarrian ships and they do not operate as well as Hybrids on Gallente ships, but the bonus gets larger per level for Amarrian ships. How ever they have other benefits such as the ship power mentioned above. These changes are mostly just improvements to current turrets but some get a little decrease if they were operating to well. Here are details on damage per capacitor usage per second on Large Hybrids and Lasers (note that medium and small are well factorised from the large turrets), the level 4 stats use 20% damage bonus from Gallente ships and 40% capacitor need bonus from Amarr ships:
Electron Blaster Cannon LVL0: 0.125 Electron Blaster Cannon LVL4: 0.15
Ion Blaster Cannon LVL0: 0.122 Ion Blaster Cannon LVL4: 0.1467
Neutron Blaster Cannon LVL0: 0.1167 Neutron Blaster Cannon LVL4: 0.14
Dual Heavy Pulse Laser LVL0: 0.0833 Dual Heavy Pulse Laser LVL4: 0.1389
Mega Pulse Laser LVL0: 0.0789 Mega Pulse Laser LVL4: 0.13157
Dual250mm Railgun LVL0: 0.1 Dual250mm Railgun LVL4: 0.12
350mm Railgun LVL0: 0.0909 350mm Railgun LVL4: 0.109
425mm Railgun LVL0: 0.0809 425mm Railgun LVL4: 0.097
Dual Heavy Beam Laser LVL0: 0.0667 Dual Heavy Beam Laser LVL4: 0.11
Mega Beam Laser LVL0: 0.046 Mega Beam Laser LVL4: 0.769
Tachyon Beam Laser LVL0: 0.0472 Tachyon Beam Laser LVL4: 0.0787
Here are details on all the changes involved both for the graphs listed above and for the damage per cap per second calculation:
Update: Capacitor Use and AutoCannons Fall Off
Lasers
Small
Gatling Pulse Laser Increased Damage Multiplier from 1.25 to 1.5 Increased Optimal Range from 4000 to 5600 Increased Capacitor Usage from 1 to 1.82
Dual Light Pulse Laser Increased Damage Multiplier from 1.75 to 2.0 Increased Capacitor Usage from 2 to 2.67 Increased Optimal Range from 4500 to 6300
Dual Light Beam Laser Increased Optimal Range from 7000 to 8750 Decreased Capacitor Usage from 4 to 3.89
Medium Pulse Laser Increased Damage Multiplier from 2.5 to 3.0 Decreased Capacitor Usage from 7 to 4.44 Increased Optimal Range from 500 to 7000
Medium Beam Laser Increased Damage Multiplier from 2.75 to 3.0 Decreased Capacitor Usage from 11 to 7.22
Medium
Quad Light Pulse Laser Increased Damage Multiplier from 1.25 to 1.5 Decreased Capacitor Usage from 10 to 5.45 Increased Optimal Range from 8000 to 11200
Focused Medium Pulse Laser Increased Damage Multiplier from 1.75 to 2.0 Decreased Capacitor Usage from 13 to 8 Increased Optimal Range from 9000 to 12600
Focused Medium Beam Laser Decreased Capacitor Usage from 15 to 11.67 Increased Optimal Range from 14000 to 17500
Heavy Pulse Laser Increased Damage Multiplier from 2.5 to 3.0 Decreased Capacitor Usage from 25 to 13.33 Increased Optimal Range from 10000 to 14000
Heavy Beam Laser Increased Damage Multiplier from 2.75 to 3.0 Decreased Capacitor Usage from 30 to 21.67
Large
Dual Heavy Pulse Laser Increased Damage Multiplier from 1.75 to 2.0 Decreased Capacitor Usage from 25 to 24 Increased Optimal Range from 18000 to 25200
Dual Heavy Beam Laser Decreased Capacitor Usage from 35 to 30 Increased Optimal Range from 28000 to 35000
Mega Pulse Laser Increased Damage Multiplier from 2.5 to 3.0 Decreased Capacitor Usage from 55 to 38
Mega Beam Laser Increased Damage Multiplier from 2.75 to 3.0 Decreased Capacitor Usage from 70 to 65
Tachyon Beam Laser Decreased Capacitor Usage from 125 to 95 Increased Optimal Range from 40000 to 44000 Increased Fall Off from 16000 to 20000
Projectiles
Small
125mm AutoCannon Decreased Fall Off from 4500 to 4000
150mm AutoCannon Decreased Fall Off from 5000 to 4000
200mm AutoCannon Decreased Fall Off from 5500 to 4000
250mm Artillery Cannon Increased Fall Off from 7500 to 8750
280mm Howitzer Artillery Increased Fall Off from 7500 to 8750
Medium
Dual 180mm AutoCannon Decreased Fall Off from 9000 to 8000
220mm Vulcan AutoCannon Decreased Fall Off from 10000 to 9000
425mm AutoCannon Decreased Fall Off from 11000 to 9000
650mm Artillery Cannon Increased Fall Off from 15000 to 17500
720mm Howitzer Artillery Increased Fall Off from 15000 to 17500
Large
Dual 425mm AutoCannon Decreased Fall Off from 18000 to 16000
Dual 650mm Repeating Artillery Decreased Fall Off from 20000 to 18000
800mm Repeating Artillery Decreased Fall Off from 22000 to 18000
1200mm Artillery Cannon Increased Fall Off from 30000 to 35000
1400mm Howitzer Artillery Increased Fall Off from 30000 to 35000

2004.07.06 19:30:45combatTomB strikes you critically with his Nerf Bat, pwning you for -100% everything. |

ProphetGuru
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Posted - 2004.06.25 13:34:00 -
[4]
TomB THANK YOU.
Look fwd to testing these changes out.
Evolution..... Just when you thought you were winning.
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Arkanis
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Posted - 2004.06.25 13:42:00 -
[5]
I know there's a resource shortage but can five people max on chaos be able to test this out before monday?
Is there anyway at all to increase the cap so more people can test?
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JoCool
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Posted - 2004.06.25 13:43:00 -
[6]
Edited by: JoCool on 25/06/2004 13:51:30 Great 
edit: I wanna see Hellek's reaction about the laser improvements 
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Jeswyn
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Posted - 2004.06.25 13:52:00 -
[7]
"AutoCannons/Repeating Artilleries have been put to same Fall Off ranges just as the big artilleries. Projectile turrets don't get a bonus to capacitor need when picking smaller turrets as hybrids and lasers do, and less fitting requirement was not enough."
"150mm AutoCannon Decreased Fall Off from 5000 to 4500
200mm AutoCannon Decreased Fall Off from 5500 to 4500
250mm Artillery Cannon Increased Fall Off from 7500 to 8750
280mm Howitzer Artillery Increased Fall Off from 7500 to 8750"
This doesn't seem to make good sense to me. Please clarify 
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TomB
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Posted - 2004.06.25 13:57:00 -
[8]
Originally by: Jeswyn "AutoCannons/Repeating Artilleries have been put to same Fall Off ranges just as the big artilleries. Projectile turrets don't get a bonus to capacitor need when picking smaller turrets as hybrids and lasers do, and less fitting requirement was not enough."
"150mm AutoCannon Decreased Fall Off from 5000 to 4500
200mm AutoCannon Decreased Fall Off from 5500 to 4500
250mm Artillery Cannon Increased Fall Off from 7500 to 8750
280mm Howitzer Artillery Increased Fall Off from 7500 to 8750"
This doesn't seem to make good sense to me. Please clarify 
Blasters and AutoCannons were operating at very long ranges with their fall off when the fall off got boosted in the accuracy, AutoCannons got less Fall Off decrease than Blasters so not much to complain about on that, and the Artilleries got too big fall off nerf in last patch, ps: repeating artillery = autocannons, the dual650mmm and 800mm can't be called autocannons .
The lower end AutoCannons got either none to less decrease in penality as can be seen to have less difference in the Projectiles range wise.

2004.07.06 19:30:45combatTomB strikes you critically with his Nerf Bat, pwning you for -100% everything. |

Jeswyn
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Posted - 2004.06.25 14:09:00 -
[9]
Thanks TomB. I got it now 
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TomB
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Posted - 2004.06.25 14:14:00 -
[10]
Chaos and Entropy are running on bit poor CPU until next week, we are taking Chaos down and will be giving Entropy all the CPU love + all these changes.
So all testing can be done over the weekend on the Testing Server AKA Entropy.

2004.07.06 19:30:45combatTomB strikes you critically with his Nerf Bat, pwning you for -100% everything. |

Siolan
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Posted - 2004.06.25 14:16:00 -
[11]
Thank you for the balancing TomB, looks good from the graphs.
I noticed something too, Hybrid and Laser turrets get a bonus on capacitor usage, which is thier main complaint, but Proj. don't use them. Projectiles, especially the artilleries, suffer mainly from poor RoF (as well as limited ammo capacity). Would you possibly look into making the projectile ammo adjust the RoF on turrets? Or even the falloff ranges, for that matter. I think it would be much more of an aid than just adjusting the charge size (as current).
Again, thanks for the heads up TomB!
(would like to see osme of those graphs on small turrets... ;) )
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TomB
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Posted - 2004.06.25 14:46:00 -
[12]
Originally by: Siolan (would like to see osme of those graphs on small turrets... ;) )
The graphs would be the same or similar, small turrets are factorized on ROF, damage, optimal range and fall off that are being used here. The only differance would be that the gunship frigates don't have the same turret bonuses.

2004.07.06 19:30:45combatTomB strikes you critically with his Nerf Bat, pwning you for -100% everything. |

SKiNNiEH
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Posted - 2004.06.25 14:53:00 -
[13]
As a capacitator and pulse laser junky, i love thee.
P.s. on some of the graphs its hard to make out the exact color for the gun, or maybe its because i'm just a bit tired and i can't see very well atm. -------
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jukriamrr
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Posted - 2004.06.25 14:57:00 -
[14]
I simply love it when you talk to us dirty TomB 
Those changes look good, though maybe the accuracy fall-off for atilleries will certainly not offset their lack of damage at closer ranges. But we'll wait & see ;)
Cheers!
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Lucre
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Posted - 2004.06.25 15:08:00 -
[15]
First off, thanks for all the work you're obviously putting in and for acknowledging the problem.
Large lasers. Have looked at the resulting figures - Megapulse is now doing more DoT than anything else up close, which is great - 12% more DoT than Tachyon at close range (and that's not factoring its better tracking either). Dual heavies are now more useable at range (though I'd note that the grid changes to Amarr BS mean their lower grid cf tachs/megas is now less useful than it was for fitting out).
Big change, though - and one I'm not entirely convinced about is that the gap between Tachyon and Megabeam is now almost trivial. Assuming my maths and figures are right, Tachyon now does something like 2% more damage/time than Megabeam at 10% more range for 3% more cap/dmg and 15% more grid. Yes, before this Tachyon was over-gridded and over-thirsty for its damage but at least there was a significant difference in capability to a Megabeam. Now a Tachyon would be rather like having a 430mm railgun or a 1450mm howitzer - not enough difference to add flavour to the game. So my tentative suggestion would probably be to leave the Tachyon cap as it is, but instead increase range, damage or both. Let's have some "clear black space" between Tachs and Megas. :-)
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mOULf
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Posted - 2004.06.25 16:23:00 -
[16]
Entropy seems good for me now. Optimal range and fall off are back to what they should be. (my case Megathron and Projectile). Still hard to get frigates but at least i can hit  i hope we'll see this on TQ soon 
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TomB
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Posted - 2004.06.25 16:31:00 -
[17]
The FightClub is getting created on Entropy for the weekend to help all testing as well, server will be back up in ~5 minutes where you can all get the same juice as you get from Chaos, just remember that only normal Tech I have been tuned to begin with.

2004.07.06 19:30:45combatTomB strikes you critically with his Nerf Bat, pwning you for -100% everything. |

StarRanger
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Posted - 2004.06.25 16:32:00 -
[18]
I still think having multi-color lasers on a megathron look nice, but Hybrids are much better on it 
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Einheriar Ulrich
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Posted - 2004.06.25 16:35:00 -
[19]
Looks good on paper TomB, but i will have to test it out in real PvP first.
If it does not work, i will put on my warhat and declare war on you So Say I. Einheriar Ulrich of the Bloodline of Einheriar.
****Minion Of VOTF****
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Victoria Madison
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Posted - 2004.06.25 16:38:00 -
[20]
Thank you TomB for taking so much time to communicate with the community on these issues.
Please know how much your efforts are appreciated by the community.
Many Thanks, Victoria

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Judicator
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Posted - 2004.06.25 16:41:00 -
[21]
Originally by: Einheriar Ulrich Looks good on paper TomB, but i will have to test it out in real PvP first.
If it does not work, i will put on my warhat and declare war on you
Is it a magic warhat? -------------------------
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Kcel Chim
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Posted - 2004.06.25 16:41:00 -
[22]
hybrids are with those changes far overpowered. If you put the longrange and shortrange graphs over each other for the new changes you will see that the 425mm gun is the best overall gun in the game, constantly at 18 up to 36km. This means in the range from 17-55km its better than any other projectile gun ingame so best overall weapontype, considering most combat takes place in this area. The shortrange damage below 17km is average so not even bad either with good skills you should be able to beat any proj ship by just keeping yourself in the area of 17-55km no matter what it has fitted long or shortrange. If you ask me thats pretty lame.
Currently the tempest already became majorly disadvantaged and the new ideas will even cement this further. What is the purpose of a shortrange projectile which is not "abit" but 50% worse off compared to a blaster or a longrange proj which only starts to become cool at very very long ranges.
On a sidenote i think the tracking issues to actually hit something should be focussed on cause thats really annoying, why did ppl invest millions of skillpoints into gunnery if now the best weapon is purely missles cause they give a damn about tracking? So cruise missle 5 and caldari bs 5 is the way to go ? didnt read that on signup.
-Very annoyed customer
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Blazyon
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Posted - 2004.06.25 17:09:00 -
[23]
Interesting.
The only thing I don't get is why rails were increased in their cap needs and beams decreased. On amarr ships, lasers now have about the same cap need as hybrids.
Amarr ships currently on TQ have the ability now to fire all their weapons,and sustaina large armour repairer, and burst and second one (even with several tachyona nd mega beams loaded). If you decrease further the cap needs of lasers, you're just giving the apoc more cap that it doesn't need, and you're hampering the mega which has a greater need for the cap.
I like the tracking changes though, should be interesting. glad to see blasters are no longer a mid range gun :)
Pain is an object of relativity. |

TomB
|
Posted - 2004.06.25 17:23:00 -
[24]
Originally by: Kcel Chim hybrids are with those changes far overpowered.
The hybrids are not getting a boost, lasers are mostly getting it, the graph for the old turrets are not showing level 4 skill for ship bonuses as the new ones are.

2004.07.06 19:30:45combatTomB strikes you critically with his Nerf Bat, pwning you for -100% everything. |

GSJedi
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Posted - 2004.06.25 17:28:00 -
[25]
It's too bad that I am color blind.
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Joshua Calvert
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Posted - 2004.06.25 17:29:00 -
[26]
Originally by: TomB
Originally by: Kcel Chim hybrids are with those changes far overpowered.
The hybrids are not getting a boost, lasers are mostly getting it, the graph for the old turrets are not showing level 4 skill for ship bonuses as the new ones are.
Can you at least make cap boosters 50% smaller than they are now?
Apoc has the capacitor and bonuses to handle guns using a lot of cap. Megathrons don't.
Increasing cap usage on hybrids really only affects Megathrons/Dominix as Ravens use the cap-free missile launchers, minmatar don't use any ap on their guns and, as mentioned above, Amarr get cap-related bonuses.
Please please consider making cap booster charges a bit smaller.
LEEEEERRRRRRRRRRROOOOOOOOOYYYYYYYYYYYYYYY! |

Kargon
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Posted - 2004.06.25 17:47:00 -
[27]
Edited by: Kargon on 25/06/2004 17:50:06 Would it be possible to boost projectile damage a bit? Right now, projectiles have the worst DPS, worst ROF, worst tracking, and worst ammo capacity. For these drawbacks, projectiles have negligible cap usage and somewhat more flexibility in damage types -- I say somewhat more flexibility because changing damage type means changing your optimal range, so you can't really say "I want to do <X> damage type at ranges around <Y>" like you can with missiles. If you're going to be fighting around a certain range, you have to use ammo suited for that range otherwise you mess up your tracking/accuracy.
It'd be great if projectiles could get a DPS boost for more cap usage or something similar. Some may argue that this would turn projectiles into hybrids, and that ruins the variety in the game. However, you can still maintain variety because the falloff for each turret type is different. Perhaps projectiles sacrifice some DPS for better falloff (more flexibility), but lasers sacrifice falloff for better DPS, and hybrids can fit in between. The variety in DPS and falloff is somewhat the case right now, except the disparity between DPS is huge. A 425mm railgun has like 30% better DPS than a 1400mm howitzer with the test patch.
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Cabadrin
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Posted - 2004.06.25 18:07:00 -
[28]
Quote: Screenshots may not be posted. In order to provide optimum forum performance for our users, the posting of screenshots is prohibited in the forum. You may provide links to screenshots you have hosted elsewhere. Screenshots taken from the world of EVE may be posted in the Screenshot section, provided they are in accordance with the rules set forth for that section of our site. Other images are not permitted, with the exception of signature graphics that may only contain your character name, corporation logo, corporation or personal slogan or other text that is directly related to your in-game persona.
The size lmits for signature graphics are:
Maximum height: 120 pixels Maximum width: 400 pixels Maximum file size: 15 kb Maximum area: 30,000 pixels
Does this mean I can start posting huge graphics as well  -----------------------------------------------
Coalition Kill Board |

GFLTorque
|
Posted - 2004.06.25 18:16:00 -
[29]
Large Projectiles:
In the current (patched) and drafted forms, will still only be viable on Minmatar ships. Having said that, Minmatar ships are so handicapped by CPU, it is not realistic to consider it a "tank" that does major dps.
Its mediocre in all areas. In fact consider this: Small Starting Cap size, limited CPU, a demand to run at least 1 dmg modifier (less slots) terrible ROF, and since patch - poor dps over distance. The meaning for Large Projectile V skill, and Min BS V skill, is diluted to such an extent, there is now NO REASON to train Min BS over the alternatives.
NPC killing: Amarrian/Gallante PVP killing: Caldari/Amarrian/Gallante Secure Defense Hauling: Caldari/Amarrian Drone Work: Gallante
I would encourage more consideration be given to Projectile DPS output (large) WITH +4 skills in Large Proj, and Min BS.
I have no problem with a PC utilizing Large Proj V, Min BS V doing extreme damage with his guns. Just as I have no problem with the other races, and ppl that SPECIALIZE doing similar damage or being similarly hard to kill.
What I have voiced since May, is the alterations do cut, and greatly drop the reward for specializing in Minmatar Battleships, and Large Projectile GUNs for them.
... I realize that turrets have not changed in the last 10 months (tongue in cheek), but deligent work should tweek them into place.
Thank you and the PEEPS at CCP for the hard work, now can I have your stuff?
4 out of 3 people have trouble with fractions
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Zervun
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Posted - 2004.06.25 18:27:00 -
[30]
My issue is I am a close range projectile user. This week I have been runing different setups on booth a phoon and an apoc.
425mm, 650mm, 800mm. None hit well for barely any damage under 10kish. I can understand the 800mm having that issue. But when I go up against an NPC bs w/ 6x 425mm proj's equiped and miss constantly and when I hit only hit from about 20 - 40, it is very frustrating. My drones are doing more damage. From what I can tell *nothing* is being done for the close range proj setups. I've had to result in equiping some medium lasers to actually get some regular hits in =/.
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