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Ca0 Ca0
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Posted - 2004.07.20 23:12:00 -
[1]
Edited by: Ca0 Ca0 on 20/07/2004 23:14:40
Why do blasters hit reliably at the VERY SMALL WINDOW of only 1 to 7.5km, but yet YOU CAN GET MEGA PULSE LASERS TO HIT ANYTHING FROM 1km TO 60km !!!! AND do more damage than any blaster ever could!
TomB go visit Entropy and tell me if you think people's Arm of Death setups are what you expected when you made mega pulse lasers BY FAR the best turrets in the game!! BY FAR!!!!!!!!111111oneoneone   
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Ca0 Ca0
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Posted - 2004.07.20 23:12:00 -
[2]
Edited by: Ca0 Ca0 on 20/07/2004 23:14:40
Why do blasters hit reliably at the VERY SMALL WINDOW of only 1 to 7.5km, but yet YOU CAN GET MEGA PULSE LASERS TO HIT ANYTHING FROM 1km TO 60km !!!! AND do more damage than any blaster ever could!
TomB go visit Entropy and tell me if you think people's Arm of Death setups are what you expected when you made mega pulse lasers BY FAR the best turrets in the game!! BY FAR!!!!!!!!111111oneoneone   
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Luc Boye
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Posted - 2004.07.20 23:14:00 -
[3]
TomB is amarr. --
2004.12.29 23:33:40combatMining Pollution Cloud hits you, doing 140.0 damage. |

Luc Boye
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Posted - 2004.07.20 23:14:00 -
[4]
TomB is amarr. --
2004.12.29 23:33:40combatMining Pollution Cloud hits you, doing 140.0 damage. |

JoCool
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Posted - 2004.07.20 23:19:00 -
[5]
60 kilometers? Then the damage's like throwing insects at elephants, so what?
Thought blasters did more damage - if mega pulses really outdamage em there's seriously something wrong. Or ye're just exaggerating ;)
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JoCool
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Posted - 2004.07.20 23:19:00 -
[6]
60 kilometers? Then the damage's like throwing insects at elephants, so what?
Thought blasters did more damage - if mega pulses really outdamage em there's seriously something wrong. Or ye're just exaggerating ;)
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Ca0 Ca0
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Posted - 2004.07.20 23:22:00 -
[7]
Edited by: Ca0 Ca0 on 20/07/2004 23:23:53
More calmly, I think a tracking adjustment on the mega pulse laser is in order. A tracking NERF please. Mega pulse as it is right now tracks a battleship perfectly when it is orbiting at 2.5km. For a turret with an optimal range of ~18km, this is completely unacceptable.
Mega pulse lasers should have trouble tracking battleship targets at 9km. Reason? Simple. The penalty for using the most damaging ammo type is that your tracking speed may not be able to keep up to score reliable hits at optimal range. Thus it should be difficult to land good hits with multispec crystals against anything that isn't coming straight for you or standing still.
Falloff needs to be adjusted as well to bring it more in line with other short range turrets. Right now the mega pulse laser is a complete joke. TomB, I know you were Amarr and turned Jove but you don't need to be giving the Amarr all the secret Jove tech!!
MOREOVER the capacitor usage on these weapons is a joke! So are the powergrid req!!! TomB did u fall asleep when u were tuning this turret?
Cao
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Ca0 Ca0
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Posted - 2004.07.20 23:22:00 -
[8]
Edited by: Ca0 Ca0 on 20/07/2004 23:23:53
More calmly, I think a tracking adjustment on the mega pulse laser is in order. A tracking NERF please. Mega pulse as it is right now tracks a battleship perfectly when it is orbiting at 2.5km. For a turret with an optimal range of ~18km, this is completely unacceptable.
Mega pulse lasers should have trouble tracking battleship targets at 9km. Reason? Simple. The penalty for using the most damaging ammo type is that your tracking speed may not be able to keep up to score reliable hits at optimal range. Thus it should be difficult to land good hits with multispec crystals against anything that isn't coming straight for you or standing still.
Falloff needs to be adjusted as well to bring it more in line with other short range turrets. Right now the mega pulse laser is a complete joke. TomB, I know you were Amarr and turned Jove but you don't need to be giving the Amarr all the secret Jove tech!!
MOREOVER the capacitor usage on these weapons is a joke! So are the powergrid req!!! TomB did u fall asleep when u were tuning this turret?
Cao
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Istvaan Shogaatsu
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Posted - 2004.07.20 23:23:00 -
[9]
Edited by: Istvaan Shogaatsu on 20/07/2004 23:27:26 Definitely exaggerating:
- Mega Pulses = about 40-60% the dmg output of blasters with multi/gamma. - Mega Pulses = hilariously ineffective against armor, unlike blasters.
Sorry, but considering how weak and toothless pulse lasers used to be, I don't think they should be nerfed back down again. The whole reason pulses exist is to offer a valid, shorter-ranged, better tracking alternative to beams. They do this now; look at the description for mega pulses - suited for short to medium range engagements, versus medium to long range for beams.
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Istvaan Shogaatsu
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Posted - 2004.07.20 23:23:00 -
[10]
Edited by: Istvaan Shogaatsu on 20/07/2004 23:27:26 Definitely exaggerating:
- Mega Pulses = about 40-60% the dmg output of blasters with multi/gamma. - Mega Pulses = hilariously ineffective against armor, unlike blasters.
Sorry, but considering how weak and toothless pulse lasers used to be, I don't think they should be nerfed back down again. The whole reason pulses exist is to offer a valid, shorter-ranged, better tracking alternative to beams. They do this now; look at the description for mega pulses - suited for short to medium range engagements, versus medium to long range for beams.
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Lipton
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Posted - 2004.07.20 23:31:00 -
[11]
Tracking... pah...
How hard is it to hit a moving truck with the beam from a flashlight?
 _______________________________________________
What? |

Lipton
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Posted - 2004.07.20 23:31:00 -
[12]
Tracking... pah...
How hard is it to hit a moving truck with the beam from a flashlight?
 _______________________________________________
What? |

Torment
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Posted - 2004.07.21 00:31:00 -
[13]
Cao is correct,sadly pulse do silly damage at close or medium ranges.I told Tomb this while testing before the patch,But as Luc says,he doesnt care.
To be honest most of the balancing between the guns is utter rubbish now,the only time i fit 425's on my Mega is when i shoot at my corpmates Apoc's and they want a laugh.
But sadly it wont get changed as long as there is people logging on to entropy telling Tomb what a great guy he is and how great he is at balancing,and even if they didnt he wouldnt change it anyway.
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Torment
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Posted - 2004.07.21 00:31:00 -
[14]
Cao is correct,sadly pulse do silly damage at close or medium ranges.I told Tomb this while testing before the patch,But as Luc says,he doesnt care.
To be honest most of the balancing between the guns is utter rubbish now,the only time i fit 425's on my Mega is when i shoot at my corpmates Apoc's and they want a laugh.
But sadly it wont get changed as long as there is people logging on to entropy telling Tomb what a great guy he is and how great he is at balancing,and even if they didnt he wouldnt change it anyway.
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Cresonis
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Posted - 2004.07.21 00:53:00 -
[15]
Edited by: Cresonis on 21/07/2004 00:59:04 okay here is something to think about:
projectile/hybrid ammo, you are actually propelling an object which takes a certain amount of time to meet it's target even though this is almost instant it is not.
Beams/pulse, fires a continuos or pulsed beam laser, thus travelling at the speed of light hence much faster than a propelled object.
This in the end equals out that beams will not have a falloff over a greater range or shorter range because you are basically firing a laser not a propelled object meaning it hits anything instantly not a millisecond or more after the weapon is fired.
This also would IMO affect tracking difference for beams and projectile/hybrids again because of the instantaneous hits
My two cents
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Cresonis
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Posted - 2004.07.21 00:53:00 -
[16]
Edited by: Cresonis on 21/07/2004 00:59:04 okay here is something to think about:
projectile/hybrid ammo, you are actually propelling an object which takes a certain amount of time to meet it's target even though this is almost instant it is not.
Beams/pulse, fires a continuos or pulsed beam laser, thus travelling at the speed of light hence much faster than a propelled object.
This in the end equals out that beams will not have a falloff over a greater range or shorter range because you are basically firing a laser not a propelled object meaning it hits anything instantly not a millisecond or more after the weapon is fired.
This also would IMO affect tracking difference for beams and projectile/hybrids again because of the instantaneous hits
My two cents
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Cruz
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Posted - 2004.07.21 01:03:00 -
[17]
SHUTUP GUYS IM JUST ABOUT TO GET A GEDDON WITH MEGAPULSE!!!!!
I CALL FOR A TEMPEST SPEED NERF and a MEGATHRON PG NERF!! NERF NERF NERF!!! ................. |

Cruz
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Posted - 2004.07.21 01:03:00 -
[18]
SHUTUP GUYS IM JUST ABOUT TO GET A GEDDON WITH MEGAPULSE!!!!!
I CALL FOR A TEMPEST SPEED NERF and a MEGATHRON PG NERF!! NERF NERF NERF!!! ................. |

Cresonis
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Posted - 2004.07.21 01:16:00 -
[19]
lol /me pets his geddon
it's okay cruz geddon rocks mmmmm shiny
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Cresonis
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Posted - 2004.07.21 01:16:00 -
[20]
lol /me pets his geddon
it's okay cruz geddon rocks mmmmm shiny
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SwissMiss
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Posted - 2004.07.21 01:17:00 -
[21]
Originally by: Torment
To be honest most of the balancing between the guns is utter rubbish now,the only time i fit 425's on my Mega is when i shoot at my corpmates Apoc's and they want a laugh.
Lol, to true, to true! I have yet to find a situation, either NPC or PVP where id rather have 425's over blasters on my Mega. There has to be some use for em.
Swiss
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SwissMiss
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Posted - 2004.07.21 01:17:00 -
[22]
Originally by: Torment
To be honest most of the balancing between the guns is utter rubbish now,the only time i fit 425's on my Mega is when i shoot at my corpmates Apoc's and they want a laugh.
Lol, to true, to true! I have yet to find a situation, either NPC or PVP where id rather have 425's over blasters on my Mega. There has to be some use for em.
Swiss
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Madcap Magician
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Posted - 2004.07.21 01:27:00 -
[23]
Edited by: Madcap Magician on 21/07/2004 01:30:46 It's a tad aggrivating on the range issue.
However, if you land next to these "Arms of Death" in a Shotgun Thron, they need to pray you forgot a warp scrambler. 'nuff said.
Edit: 425mm debate. I prefer my 425s over blasters in most fleet situations. More reliable range, great damage over time.
Good times will always be remembered. Sleep well, old friends. |

Madcap Magician
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Posted - 2004.07.21 01:27:00 -
[24]
Edited by: Madcap Magician on 21/07/2004 01:30:46 It's a tad aggrivating on the range issue.
However, if you land next to these "Arms of Death" in a Shotgun Thron, they need to pray you forgot a warp scrambler. 'nuff said.
Edit: 425mm debate. I prefer my 425s over blasters in most fleet situations. More reliable range, great damage over time.
Good times will always be remembered. Sleep well, old friends. |

Krendig
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Posted - 2004.07.21 02:15:00 -
[25]
The tracking logic heavily penalizes short range weapons.
Pulse lasers work best as a mid range weapon, and if a ship gets < 15k from my 'geddon, I have a hard time hitting it. Period.
Rather than calling for a nerf on pulse lasers, I'd much rather see the tracking system not hammer short range weaponry quite so much-- I've heard enough people complaining they can't hit a stationary target at optimal range that there's *got* to be something hinky going on.
--Krendig
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Krendig
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Posted - 2004.07.21 02:15:00 -
[26]
The tracking logic heavily penalizes short range weapons.
Pulse lasers work best as a mid range weapon, and if a ship gets < 15k from my 'geddon, I have a hard time hitting it. Period.
Rather than calling for a nerf on pulse lasers, I'd much rather see the tracking system not hammer short range weaponry quite so much-- I've heard enough people complaining they can't hit a stationary target at optimal range that there's *got* to be something hinky going on.
--Krendig
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Shamis Orzoz
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Posted - 2004.07.21 03:12:00 -
[27]
Edited by: Shamis Orzoz on 21/07/2004 03:17:03 Edited by: Shamis Orzoz on 21/07/2004 03:13:50 Lasers should track better than other guns, that and the lack of ammo is what makes them good.
The geddon setups on entropy are fun, but not very versatile. I do think there may be some sort of rounding error on the stacking penalty though. 8 tech 2 damage mods seems signifigantly better than 3, when there should be practically no difference.
Just jam or dampen these geddon mega pulse machines. All they will have left are their drones. No FoF's for them.
Shamis
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Shamis Orzoz
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Posted - 2004.07.21 03:12:00 -
[28]
Edited by: Shamis Orzoz on 21/07/2004 03:17:03 Edited by: Shamis Orzoz on 21/07/2004 03:13:50 Lasers should track better than other guns, that and the lack of ammo is what makes them good.
The geddon setups on entropy are fun, but not very versatile. I do think there may be some sort of rounding error on the stacking penalty though. 8 tech 2 damage mods seems signifigantly better than 3, when there should be practically no difference.
Just jam or dampen these geddon mega pulse machines. All they will have left are their drones. No FoF's for them.
Shamis
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dalman
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Posted - 2004.07.21 03:33:00 -
[29]
Originally by: Shamis Orzoz The geddon setups on entropy are fun, but not very versatile. I do think there may be some sort of rounding error on the stacking penalty though. 8 tech 2 damage mods seems signifigantly better than 3, when there should be practically no difference.
Just jam or dampen these geddon mega pulse machines. All they will have left are their drones. No FoF's for them.
Shamis
There is supposed to be a big difference between 3 and 8. 8 gives a damagemod multiplier of 1.574x 3 gives one of 1.243x 1.574/1.243 = 1.266 Which means the last 5 kinda gives the same bonus as the first 3.
And I know, I used to play around on chaos with a megathron with 6 tech 2 damagemods before I bought a mega on TQ. And despite me fitting stuff like webber and scrambler and most people just ³ber-tanked without such stuff, I almost always won a fight against any ship, even when starting at ~30km range. And people usually went "OMG, WTF WAS THAT???", "Wow, I've never been killed like that before", "Hmm, did I survive more than 30 seconds?" etc.
However, as said, such a setup is dead if you stumble upon a scorp. And after each fight, you'll need to get to a station to repair and grab new cap charges...
M.I.A. since 2004-07-30 |

dalman
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Posted - 2004.07.21 03:33:00 -
[30]
Originally by: Shamis Orzoz The geddon setups on entropy are fun, but not very versatile. I do think there may be some sort of rounding error on the stacking penalty though. 8 tech 2 damage mods seems signifigantly better than 3, when there should be practically no difference.
Just jam or dampen these geddon mega pulse machines. All they will have left are their drones. No FoF's for them.
Shamis
There is supposed to be a big difference between 3 and 8. 8 gives a damagemod multiplier of 1.574x 3 gives one of 1.243x 1.574/1.243 = 1.266 Which means the last 5 kinda gives the same bonus as the first 3.
And I know, I used to play around on chaos with a megathron with 6 tech 2 damagemods before I bought a mega on TQ. And despite me fitting stuff like webber and scrambler and most people just ³ber-tanked without such stuff, I almost always won a fight against any ship, even when starting at ~30km range. And people usually went "OMG, WTF WAS THAT???", "Wow, I've never been killed like that before", "Hmm, did I survive more than 30 seconds?" etc.
However, as said, such a setup is dead if you stumble upon a scorp. And after each fight, you'll need to get to a station to repair and grab new cap charges...
M.I.A. since 2004-07-30 |
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