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Azemar
Order of the Silver Dragons Eternal Evocations
1
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Posted - 2012.04.10 22:43:00 -
[1] - Quote
After a wasted expense, I realized that faction weapons do not benefit from specialization skills (derp). However, why is this? This has probably been mentioned before.
I know this calls into question the entire premise of the faction system, but why should t2's ever do more damage than faction? They cost upwards of 30 times more isk than t2's, and you get fitting bonuses? It seems like this current layout only benefits rich players who don't want to take the time to train, and that's a very low portion.
Thoughts/Criticisms? |

Azemar
Order of the Silver Dragons Eternal Evocations
1
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Posted - 2012.04.10 22:55:00 -
[2] - Quote
Zhilia Mann wrote:Dude. Your threads.
Ok, I'll play this one too. Faction guns are kind of a mixed bag. As you noted, they do slightly more damage up until spec 3, where they are overtaken by T2 guns. However, they sometimes have significant ancillary benefits of clip size (can be useful on occasion I guess), lower fitting (marginally useful, especially for tight PvE fits), and cap use (immensely useful if you're talking about tachyon beams). Their drawback, other than lower damage, is that they can't use T2 ammunition and are limited to T1/faction.
Faction launchers are more situationally useful. Rather than directly increasing damage the way faction guns do, they increase RoF (as do the launcher spec skills). However, good faction launchers will always have a higher RoF than T2 launchers at spec 5 -- and they have a higher capacity on top of that. So firing the same missiles, faction launchers always do more damage. T2 launchers of course retain the advantage of being able to fire T2 missiles, which is critical for unguided missiles and at least useful for guided missiles. So there's a real choice to be had there.
As to why? Because the spec skills are designed to work with T2. There's really nothing more to it. Faction offers an option for lower skilled players and allows tight fitting that otherwise wouldn't work -- that's the advantage.
Edit: as for that wasted expense: sell them. It's not like they depreciate. All you've done is limited your liquidity for a time.
Sorry I tend to be this way on every game. And i'm aware i can see it for the same price. But shouldn't the dramatically increased price give me a bigger damage increase?
I.E. Would you be against specializations benefiting faction? (You probably are) If so, why?
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Azemar
Order of the Silver Dragons Eternal Evocations
2
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Posted - 2012.04.11 00:23:00 -
[3] - Quote
Kolya Medz wrote:However, making them just as good as tech II seems like a bad idea. The already have easier fitting and use less capacitor. Giving them the same or better dps than tech II just makes tech II obsolete. (And of course, make faction weapons even more pricey.)
They should be cheaper however, no more than 3 to 4 times as expensive as their tech II counterparts.
Well it would be impossible to make them that without dramatically increasing their drop rate.
Honestly, I do not think it would impact tech II at all if the rarity remained the same. The only real difference would be that the players who could afford 8x 150 mil turrets would actually use them. |

Azemar
Order of the Silver Dragons Eternal Evocations
2
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Posted - 2012.04.11 02:03:00 -
[4] - Quote
Marsan wrote:I don't think people understand how prices work in this game. Prices are set by players. Both the sellers and buyers. Given the high price of these items it's clear they work just fine as they are. Personally I always use tech 2 use I have a fitting issue.
That's both true and not. If CCP dramatically increases the drop rate (let's say they make every single faction mob drop a faction weapon), then the price goes down. Sure the players make it, but do they really have a say? It's just simply predictable human nature.
Aranakas wrote:>Faction weapons for low skilled characters
LOL
Bring the price down if they're supposed to be for noobies
Exactly my point. If high SP players dont use them because they have the fitting skills and specialization skills, and new players cant possibly have the isk to buy them, then who the hell is even using them? |

Azemar
Order of the Silver Dragons Eternal Evocations
3
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Posted - 2012.04.11 16:21:00 -
[5] - Quote
Flaming Head wrote:Deadspace is better than T2.
Faction is more like T1.5.
Generally: Use faction until you have the skills to use T2, use T2 until you have the ISK to use deadspace/pirate
[EDIT] Clearly some exceptions exist, but that is why I said 'generally'.
Except this doesn't apply to turrets, because there are no deadspace turrets (c through x type). You have faction, then it jumps right to officer. Not to mention that even if they existed, the prices would be astronomical. You'd be looking at around 700 mil just for a C-type turret.
Metal Icarus wrote:T1 faction should stay as they are. CCP should add new faction t2 mods like a Caldari Navy Cruise Missle Launcher II, or a Fed Navy Neutron Blaster II.
Only those would be able to benefit off of spec skills.
Just for badassness, a Federation Navy Stasis Webifier II (the sqeekuel).
Also another great idea I was considering. I was just thinking of the fastest and easiest way to implement it. |

Azemar
Order of the Silver Dragons Eternal Evocations
3
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Posted - 2012.04.12 21:32:00 -
[6] - Quote
Quote: Call me jaded I read these threads (ben brought up a few times) and think one of 3 things.
Some of the people who support or put up this idea are avoiding AWU 5 training. Its a pita, I know...but it is worth it.
Some of you need to learn to compromise on your fits. HItting cpu or pg problems with AWU 5 even....its for a reason. CCP kind of wants you to choose between tank or gank. Go uber highs slots, tank gives up some meat. Want to tank standing still....your highs or damage low slot mods need to give up some bang. Don't like this setup...bending or breaking the rule about too many fitting mods being fail an option . If what some think is fail makes you the isk per hour you want..all that matters really. YOu are flying the ship. they aren't lol.
Or some are jsut tired of selling faction ammo and ds gear pretty much buries faction gear (few exceptions ofc) and is usualluy better priced so there goes selling faction tank mods as well . Granted this is due to ccp's jacked dogtag based setup that needs to go or readjust quantity . But till that happens....yeah you can keep your tank mods pretty much. So here some are trying to make faction guns more sellable.
Quote:1. Not me: http://eveboard.com/pilot/Liang_Nuren2. I'm more interested in the extra DPS potential that would come from faction than the fittings. This goes for both PVE and PVP - though I know some people are so risk averse they'd never use them in PVP. Doesn't mean we all are. :) 3. I don't see anything wrong with faction guns having a use. As it stands, they're totally obsolete* because they can't use faction ammo and do less DPS than T2 at Spec 4. Either way, I don't have a horse in the race because I don't have a way to produce faction guns. * Faction tachs are actually useful because of cap use + fittings. Also, T2 ammo is much less attractive on Tachs. -Liang
This. The only skill i don't have for directly increasing the damage of large rail guns is the 5th level of Large Railgun Specialization (33 days for 2%....rofl)
I want them to benefit purely for the damage increase. AKA, i want to do more damage with the weapons that should be doing more damage. A 150 mil weapon should outdamage a 4.5 mil one. |

Azemar
Order of the Silver Dragons Eternal Evocations
3
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Posted - 2012.04.13 00:46:00 -
[7] - Quote
Robert Caldera wrote:no T1 gun should be able to load T2 munition. This is what T2 guns are for.
Except Tiers are only absolutes in their definition, not in the order in which you get them. Most players use T2 modules way before they ever touch any faction modules. Why? Simple. Because price is its own tier within the game.
It is a fairly strong assumption that most players who own faction and deadspace gear are fairly old players. You need some skills to make a lot of isk. In this way, faction is in a much higher tier than t2. |

Azemar
Order of the Silver Dragons Eternal Evocations
3
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Posted - 2012.04.13 02:22:00 -
[8] - Quote
Fango Mango wrote:I think the obviously solution is to apply specialization skills to all weapons of that type.
Large blaster Specialization adds 2% damage to ALL Large blasters, T1/T2/Faction/Officer. It *also* allows the use of T2 large blasters.
Keep T2 ammo for T2 turrets only!
problems solved . ..
-FM
Agreed. I mean, if you're specializing in a certain gun type, why would that only apply to the 2nd tier of those guns? |

Azemar
Order of the Silver Dragons Eternal Evocations
3
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Posted - 2012.04.13 21:11:00 -
[9] - Quote
Fango Mango wrote:Joran Dravius wrote:Azemar wrote:After a wasted expense, I realized that faction weapons do not benefit from specialization skills (derp). However, why is this? This has probably been mentioned before.
I know this calls into question the entire premise of the faction system, but why should t2's ever do more damage than faction? They cost upwards of 30 times more isk than t2's, and you get fitting bonuses? It seems like this current layout only benefits rich players who don't want to take the time to train, and that's a very low portion.
Thoughts/Criticisms? Faction mods allow you to substitute ISK for SP. I'm pretty sure that was intentional. Please provide the complete list of faction items that are WORSE than their T2 version (other than turrets of course). Hell provide ONE example of a faction item that is WORSE than it's T2 version. -FM
Forgive me, i should have been specific in my wording. All faction turrets. But don't make it sound like that is unimportant. You know what i meant. |
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