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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Murina
Gallente The Scope
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Posted - 2009.02.08 17:32:00 -
[481]
Edited by: Murina on 08/02/2009 17:36:06
Originally by: 7shining7one7
why don't you just tell us again how amarr is overpowered.
I just did pal, you just missed it due to your lack of a clue.
Originally by: 7shining7one7 i don't play on sisi
Its where you cap/fit ideas belong.
Originally by: 7shining7one7 and it sucks 2bu that you can't afford 200m worth of npc faction gear
Wasting isk on pointless modules is stupid, but then at 100 isk per implant on sissi i suppose its ok....and you only need to buy them once on TQ and wait for the mirror on sissi i suppose.
Originally by: 7shining7one7 Lasers get reduced dmg inside optimal if you are approaching with 0 transversal cos lasers fragment when you approach them
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7shining7one7
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Posted - 2009.02.08 17:38:00 -
[482]
Edited by: 7shining7one7 on 08/02/2009 17:46:22
Originally by: Murina Edited by: Murina on 08/02/2009 17:36:06
Originally by: 7shining7one7
why don't you just tell us again how amarr is overpowered.
I just did pal, you just missed it due to your lack of a clue.
Originally by: 7shining7one7 i don't play on sisi
Its where you cap/fit ideas belong.
Originally by: 7shining7one7 and it sucks 2bu that you can't afford 200m worth of npc faction gear
Wasting isk on pointless modules is stupid, but then at 100 isk per implant on sissi i suppose its ok....and you only need to buy them once on TQ and wait for the mirror on sissi i suppose.
yeah it was so pointless that i got 350 dps more than your fit.. and was able to cram in double heavy cap boosters mwd, web and a large repper..
but since when has 350 dps and that other stuff been relevant right..
i mean as we all know.. npc faction gear (which is very cheap) is totally bogus to buy.. also deadspace and officer mods are completely useless, especially on capital ships... and the only one that actually uses them are "rich f's" that don't know that t2 is better.. in every aspect.
i allready told you i don't play on sisi, but you seem to know an aweful lot about sisi though don't you.
what happened to you anyways.. did you get pwned by an amarrian fleet in a gatecamp cause you fit for 2 minutes worth of cap or what?
someone must've surely ****ed you off for you to make up all this bullsjit..
maybe he was just better than you?
hey there's plenty of ppl that are better than me.. but atleast i can admit it..
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Murina
Gallente The Scope
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Posted - 2009.02.08 17:47:00 -
[483]
Edited by: Murina on 08/02/2009 17:47:50
Originally by: 7shining7one7
but since when has 350 dps been relevant right..
NON FACTION MODS ABADDON DMG/RAGE RATIOS.
FACTION MF 1079 dps at 0-15km
FACTION MODS ON A MEGA DMG/RANGE RATIOS.
1305dps at 0-4.5km
NULL NOT POSTED care to tell us?.
226 more dps at 1/3 of the available range.
Originally by: 7shining7one7 Lasers get reduced dmg inside optimal if you are approaching with 0 transversal cos lasers fragment when you approach them
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7shining7one7
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Posted - 2009.02.08 18:03:00 -
[484]
Edited by: 7shining7one7 on 08/02/2009 18:08:32 Edited by: 7shining7one7 on 08/02/2009 18:06:27
Originally by: Murina Edited by: Murina on 08/02/2009 17:56:32
Originally by: 7shining7one7
but since when has 350 dps been relevant right..
NON FACTION MODS ABADDON DMG/RAGE RATIOS.
FACTION MF 1079 dps at 0-15km
FACTION MODS ON A MEGA DMG/RANGE RATIOS.
faction antimatter 1305dps at 0-4.5km
NULL NOT POSTED care to tell us?.
226 more dps at 1/3 of the available range even with faction mods....
PS: FACTION MEGA EHP: 62k NON-FACTION ABADDON EHP: 110,000
you're never going to get close enough to a blaster boat to use multifrequency unless you want to live.. therefore only scorch or other crystals that you end up using but pretend that don't exist or that you don't need.. apply.. including to the cap usage since the various crystals makes your turrets use more cap..
also you do know that armor repairers or shield boosters are not factored into the ehp, so while your abaddon has 110k ehp.. it doesn't recoup from them.. when it looses 50 of them.. it only has 50k and it's not getting the other ones back unless someone reps it.. the megathron fit is stronger than you think it is..
and that the ehp says nothing about focused attacks on specific resists?
and that the em/therm damage type is the overall weakest damage type in game..
and that the kin/therm dmg type is the overall best damage combination in game..
you know those little chestnuts that nobody refutes except you, because in idiot land ehp and dps is all that exists.
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Murina
Gallente The Scope
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Posted - 2009.02.08 18:11:00 -
[485]
Edited by: Murina on 08/02/2009 18:15:07
Originally by: 7shining7one7
you're never going to get close enough to a blaster boat to use multifrequency unless you want to live..
Wear you down with scorch on the way in to MF range and switch to MF to finish you off when you get to 15km, its called reloading.
Originally by: 7shining7one7 also you do know that armor repairers or shield boosters are not factored into the ehp
Wanna tell me how much time your single repper doing 800 reps per 10 secs can make up the 50,000ish more ehp my fit has?.
Originally by: 7shining7one7 and that the ehp says nothing about focused attacks on specific resists?
Only caldari have that choice and all my resists are from 66-78.
Originally by: 7shining7one7 and that the em/therm damage type is the overall weakest damage type in game..
By about 8% on a omni tank...
Originally by: 7shining7one7 and that the kin/therm dmg type is the overall best damage combination in game..
By a very small margin and explosive then kinetic is the weakest resist on the Armour of a plated BS.
Originally by: 7shining7one7 Lasers get reduced dmg inside optimal if you are approaching with 0 transversal cos lasers fragment when you approach them
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7shining7one7
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Posted - 2009.02.08 18:20:00 -
[486]
Edited by: 7shining7one7 on 08/02/2009 18:20:35 you can try and keep up this charade as long as you want
but what remains is this
amarr is not overpowered nobody will listen to you you are irellevant and stupid you will continue to whine and die just like you allways do and nothing will come of this
goodbye.
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Murina
Gallente The Scope
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Posted - 2009.02.08 18:24:00 -
[487]
Edited by: Murina on 08/02/2009 18:25:49
Originally by: 7shining7one7
amarr is overpowered
nobody will listen to me cos im clueless about the reality of TQ pvp
I am irrelevant and stupid as my ideas on constant mwding and optimal laser dispersion has clearly shown
I have no idea how effective amarr ships are
Fixed.
Originally by: 7shining7one7 goodbye.
Good riddance...again.
Originally by: 7shining7one7 Lasers get reduced dmg inside optimal if you are approaching with 0 transversal cos lasers fragment when you approach them
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Murina
Gallente The Scope
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Posted - 2009.02.08 18:33:00 -
[488]
Edited by: Murina on 08/02/2009 18:37:02
So with the point made that MWDing constantly is in reality on TQ a non existant issue the cap on the abaddon is now a non issue and as such with the basic fit below makes it a highly effective and nasty monster of PVP
If any (non noob troll who think asers in eve disperse when you approach them) has a improvement or feels that the mids can be swapped around a little depending on gang composition please go ahead.
highs 8 x mega pulse T2
mids 1 mwd best named 1 web T2 1 large cap booster T2 1 point
lows 3 x heat sinks T2 2 x eanm T2 1 x 1600 plate T2 1 x dcu T2
rigs 2 trimarks T1 1 dmg rig T1
drones 2 ogres T2 2 hammers T2 1 hobgob T2
110,000 ehp 70% thermal kinetic resists on armour.
1029 dps at 0-15km 873 dps at 0-15-45km
654ms. |
Selia Rain
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Posted - 2009.02.08 18:52:00 -
[489]
If 8%(not even going to debate how that's wrong) is insignificant, why do people bother training large pulse spec to 4? 8% on a passive ehp setup is a very significant amount.
Minmatar can chose damage types easily, PP, EMP, fusion are all viable choices with small dps differences that can wildly change your damage type profile. Guess what, all of them do less dps than antimatter in a neutron.
You keep arguing Null vs MF, when MF is T1 closerange high damage ammo and scorch is T2 longrange ammo. If you wanted to sit still at 15km and plink at the geddon/baddon it would make sense, but the comparison really doesn't. You've got theorycraft numbers about ships facing off with domination webs, but that doesn't impress me at all, since you'd never see these fits in actual combat(maybe in a predetermined 1v1).
Comparing the abbadon's ehp to the mega is stupid. Abbadon is a tier 3 with more base hp and a passive tank bonus. Mega is a tier 2 with gank bonuses. Two of them, infact. You can't really compare hype either since it's a tier 3 with an active tank bonus. The fact that your magical EFT theorycraft mega does 30% more dps(a clearly insignificant amount) should tip you off as to it's role easy enough.
Again, it boils down to lazors having superior damage at medium range. Hybrids having superior damage at close range. I also don't know where the hypothetical setup of two ships facing off with domi webs came from but if you started MWDing outside web range and picked up a bit of speed, your inertia(lots because of plate and MWD) will carry you quite a distance before you settle at 40% of your original speed, you wouldn't stop like a brick at lazor optimal just for the convenience of the abbadon pilot.
The geddon fits I've seen posted skimming this thread relied on fitting rigs(ACRs! Because that ACR is way better than a trimark) or hardwires to fit(if you need cpu, and you do, using ANPs works, deadspace C-type ANPs are about 15m and are just slightly worse then EANM). Not that hardwires are expensive, but I don't like relying on hardwires to fit my ship(since I like to use those hardwire slots for other things). Also the purely cap recharger setup made me laugh a bit, magically hoping you won't get neuted in a lazor ship is not something I plan to ever do. Cap boost or die.
That abbadon fit is nice enough, but in a small gang, I'd drop a sink for a plate(165k EHP IIRC), in a larger gang you won't be primary anyways, and I fit dual T2/best named ECCM instead of tackle. Also IIRC fits with T2 cap boost and MWD. I prefer a set of mediums(usually armor bots), and a set of warriors, due to loltracking on mediums for hitting small targets. Didn't see the damage rig, it's stacking penalized with your 3x sinks, drop it for another trimark(and T2 MWD+cap boost), and use cheap hardwirs to boost damage instead.
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Murina
Gallente The Scope
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Posted - 2009.02.08 19:06:00 -
[490]
Edited by: Murina on 08/02/2009 19:15:41
Originally by: Selia Rain
You keep arguing Null vs MF, when MF is T1 closerange high damage ammo and scorch is T2 longrange ammo.
Those are just words the reality is this:
Faction MF = 15KM optimal + 10km falloff Null = 11km Optimal + 13km falloff
The have very similar effects to the range of the systems they are fitted to, the fact that one is T1 and the other is T2 are just words like i said, its EFFECT that matters..
Originally by: Selia Rain You've got theorycraft numbers about ships facing off with domination webs, but that doesn't impress me at all, since you'd never see these fits in actual combat(maybe in a predetermined 1v1).
You will get no argument from me about that, i was bored and never really used eft before.
Interesting fits btw.
I swapped the dmg rig for a trimark 120,000ehp yay, keeping the three heat sinks to stay above 1000dps.....and yea i know i can swap the mids around depending on the gang composition of course. |
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Selia Rain
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Posted - 2009.02.08 19:41:00 -
[491]
I do know mega pilots that fly with null loaded so they can start doing as much damage as possible, but most seem to just load up on faction AM and get as close as possible before they get tackled-->MWD shutdown and webbed(also a good reason to carry warrior IIs). I can sort of understand the comparison you're trying to make, but you're still comparing the longest ranged blaster ammo to the shortest ranged, highest damage lazor crystal.
Max skills, one gun(neutron, MP, 800mm T2), no ship bonuses(EFT on an erebus to test): Null= 11+16 - 52 raw dps Barrage= 6+30 - 40 raw dps Scorch= 45+10 - 44 raw dps T1 MF= 15+10 - 48 raw dps AN MF= 15+10 - 55 raw dps CN AM= 4.5+13 - 65 raw dps
Note that you also get a lot of range flexibility from barrage over null. T1 MF does less raw damage then null, but you load AN MF and you outstrip it quickly. Null is a lower damage ranged ammo, it's that ammo you load when you just can't get close, right? How often do you fly around on TQ with null loaded over CN/FN AM?
This debate has had a lot of things said, but the only conclusion I think I picked up from you is that "lazors are blatantly OP", no constructive suggestions on exactly how they're overpowered, what can be done to fix it(I suggested nerfing lazor optimal by 50%, but you'd still be outdamaged by scorch up to 20-25km depending on the magnitude of the nerf). Sounds a bit like you're trying to say that lazors are overpowered because of the massive high optimal range+fair dps(third best out of four close ranged weapons systems!)So my questions now are:
How exactly are lazors OP? Is it range, dps, damage types(lol), tracking(hard to argue that one), or what? How would you want it fixed?
Because I use lazors and have never felt they were a significant advantage over other closerange weapon types, except at significant range.
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Murina
Gallente The Scope
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Posted - 2009.02.08 20:02:00 -
[492]
Originally by: Selia Rain I do know mega pilots that fly with null loaded so they can start doing as much damage as possible, but most seem to just load up on faction AM.
Then they need help cos even at a close starting point of 20km at acceleration from 0-900ms plus the target ship proly burning away from you, it could be a long time a before you anywhere near the Antimatter optimal+ falloff that out damages null, especially if you include webs overheat ect. And forget it if your in a gang fight with tacklers/webbers of both sides or if you need to sit in RR range of your buddies.
The optimal of antimatter is 4.5km and with falloff reductions null is the much better option until you get to about 10km.
Originally by: Selia Rain How exactly are lazors OP?
DPS/range ratios are way out of whack compared to AC and Blasters is the main problem.
Originally by: Selia Rain How would you want it fixed?
What i would do is increase the damage of blasters to at least match amarr scorch/mf dmg up to the 20km range with a steep falloff to 27/30km and 0 dmg after 30km as it is now apart from the slight drone dmg.
This way amarr rule at 20+ to 45+ as they should, we are kinda level from 10-20km and gallente still get the 2-10km range, (under 2 no fecker in a gunnery BS hits much unless its a stationary barn door).
Originally by: 7shining7one7 Lasers get reduced dmg inside optimal if you are approaching with 0 transversal cos lasers fragment when you approach them
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7shining7one7
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Posted - 2009.02.08 20:42:00 -
[493]
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Terianna Eri
Amarr Scrutari
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Posted - 2009.02.08 21:06:00 -
[494]
Originally by: Murina PS: FACTION MEGA EHP: 62k
Did you forget to put a tank on it? |
Murina
Gallente The Scope
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Posted - 2009.02.08 21:11:00 -
[495]
Originally by: 7shining7one7
worst solution to a problem that doesn't exist, that i've ever seen..
So you make your mind up before i answer your requests....that is why you are a waste of time to discuss this with.
Originally by: 7shining7one7 are rails useless..
At mid range?...yup and you proved it yourself by pointing out they have the same tracking with AM as scorch fitted pulse when its tracking disrupted...
Originally by: 7shining7one7 pulse is mid range, blasters are close range.
That is why things need changing cos pulse work too well in close.
Originally by: 7shining7one7 extreme close range blasters will allways do more damage within their optimal than pulse.
Wrong pulse do way more dmg in optimal than blasters do blasters just have a spike in a insignificantly small window, while pulse have a high dmg rate over 45+km. |
Murina
Gallente The Scope
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Posted - 2009.02.08 21:13:00 -
[496]
Originally by: Terianna Eri
Originally by: Murina PS: FACTION MEGA EHP: 62k
Did you forget to put a tank on it?
Its not my fit pal its one some numpty posted that is why the lulz......., but then you snipped out that part of the post so you already must have read and found it a bit inconvenient to mention i suppose...... |
7shining7one7
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Posted - 2009.02.08 21:21:00 -
[497]
Edited by: 7shining7one7 on 08/02/2009 21:36:56 stop multi quote posting with internal responses, it's a clear sign of trolling.
learn to click quote and read the text below and stop being a failure.
1. rails are not useless 2. rails can't be compared to pulse 3. pulse cannot be compared to blasters
pulse is inbetween blaster and rails, your comparison and your whine is to no avail.
pulse rail or blasters do not need change, they represent different combat strategies, if you don't like it World of Warcraft is that way
optimal is defined as the weapon attribute that says optimal range.. optimal range for scorch is 45km optimal range for blaster with navy antimatter is 4.5km.
when a target moves away from an abaddon it goes towards scorch optimal when a target moves away from blaster it goes away from blaster optimal
the comparison is erroneous since one is working in falloff and one is not.
what you are asking blasters do do is to have similar damage in falloff as when a ship is going moving away from you from say 30km and moving against scorch optimal which is 45km.
that would be a) gamebreaking and b) based on your misunderstanding of what is falloff and what is tracking related.
so no.. you get no cookie this time.
pulse with scorch cannot hit anything that moves within 15km-45km, that is the reason for the other crystals. there is no such thing as a do it all crystal. pulse with scorch has limited tracking.
can you even fly amarr? have you ever tried it? you should, it would shut you up quite fast with regards to the nonsensical babble you call informed knowledge. |
Khors
Amtek Inc
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Posted - 2009.02.08 21:25:00 -
[498]
Stop the EFT-Wars, seriously. |
Murina
Gallente The Scope
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Posted - 2009.02.08 21:33:00 -
[499]
Edited by: Murina on 08/02/2009 21:33:28
Originally by: 7shining7one7
it's a clear sign of trolling.
Originally by: 7shining7one7 if you don't like it World of Warcraft is that way
Originally by: 7shining7one7 optimal range for scorch is 45km optimal range for blaster with navy antimatter is 2.5km.
Optimal is 0-X depending on the ammo (X being its optimal range when fitted), and antimatter on neutrons had 4.5km optimal noob.
Originally by: 7shining7one7 when a target moves away from an abaddon it goes towards scorch optimal
Wrong if the ship is moving inside 0-45km it is moving inside the optimal of scorch, if it moves outside 45km it is into falloff. It may be moving towards the abaddons max optimal but its in it until it moves outside 45km.
Originally by: 7shining7one7 when a target moves away from blaster it goes away from blaster optimal
After moving outside 4.5km you are right.
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Murina
Gallente The Scope
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Posted - 2009.02.08 21:38:00 -
[500]
Originally by: 7shining7one7 pulse with scorch cannot hit anything that moves within 15km-45km, that is the reason for the other crystals.
Utter bull scorch hits fine and out damages blasters from around 10km even against a fast orbiting BC.
Please visit your user settings to re-enable images.
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Terianna Eri
Amarr Scrutari
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Posted - 2009.02.08 21:40:00 -
[501]
Edited by: Terianna Eri on 08/02/2009 21:40:47
Originally by: Murina
Originally by: Terianna Eri
Originally by: Murina PS: FACTION MEGA EHP: 62k
Did you forget to put a tank on it?
Its not my fit pal its one some numpty posted that is why the lulz......., but then you snipped out that part of the post so you already must have read and found it a bit inconvenient to mention i suppose......
I didn't actually, I just thought it was kinda weird to find either a navy mega or a faction fit mega to have under 70k ehp I stopped actually paying attention to the thread about the time it was suggested that we nerf the Apoc back to pre-boost-patch stats __________________________________
Originally by: Arthur Frayn How much to ruin all your holes, luv?
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7shining7one7
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Posted - 2009.02.08 21:43:00 -
[502]
Edited by: 7shining7one7 on 08/02/2009 21:48:24 if your optimal on a turret is 120km and you are shooting at a target 50km away you will not hit with the same strenghth if at all..
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Murina
Gallente The Scope
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Posted - 2009.02.08 21:43:00 -
[503]
Edited by: Murina on 08/02/2009 21:51:18
Originally by: Terianna Eri
I didn't actually, I just thought it was kinda weird to find either a navy mega or a faction fit mega to have under 70k ehp
That Is cos it was some muppets standard mega with faction fits he "claims" is his regular fitting style/ride on TQ cost the extra 100's of millions are MEH aparantly and those of us not fitting faction must be skint noobs or summat......
Originally by: 7shining7one7 you must be f'ing skint then if you can't afford 200m worth of npc faction gear for a decent fit..
Originally by: 7shining7one7 Lasers get reduced dmg inside optimal if you are approaching with 0 transversal cos lasers fragment when you approach them
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Murina
Gallente The Scope
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Posted - 2009.02.08 21:45:00 -
[504]
Edited by: Murina on 08/02/2009 21:52:22
Originally by: 7shining7one7 if your optimal on a turret is 120km and you are shooting at a target 50km away you will not hit with the same strength if at all..
No you will load shorter range harder hitting ammo and do MORE dmg...
The only reason you will miss is if the transversal is high enough and that has nothing to do with range as its all about lateral movement vs gun tracking.
Who the f*** do you think you are criticizing the ideas on this thread when you do not even know the basics..
Originally by: 7shining7one7 Lasers get reduced dmg inside optimal if you are approaching with 0 transversal cos lasers fragment when you approach them
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7shining7one7
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Posted - 2009.02.08 21:52:00 -
[505]
Originally by: Murina Edited by: Murina on 08/02/2009 21:48:50 Edited by: Murina on 08/02/2009 21:48:28
Originally by: 7shining7one7 if your optimal on a turret is 120km and you are shooting at a target 50km away you will not hit with the same strength if at all..
No you will load shorter range harder hitting ammo and do MORE dmg...
The only reason you will miss is if the transversal is high enough and that has nothing to do with range as its all about lateral movement.
Who the f*** do you think you are criticizing the ideas on this thread when you do not even know the basics..
i need no permission for anything. least of all yours.
so you're saying that if you have a long range charge, you'll do more dps if the target is closer to you because you will hit harder.
i'll hold you to that, now prove it.
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Murina
Gallente The Scope
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Posted - 2009.02.08 21:55:00 -
[506]
Edited by: Murina on 08/02/2009 21:57:42
Originally by: 7shining7one7
Originally by: Murina
Originally by: 7shining7one7 if your optimal on a turret is 120km and you are shooting at a target 50km away you will not hit with the same strength if at all..
No you will load shorter range harder hitting ammo and do MORE dmg...
The only reason you will miss is if the transversal is high enough and that has nothing to do with range as its all about lateral movement.
Who the f*** do you think you are criticizing the ideas on this thread when you do not even know the basics..
i need no permission for anything. least of all yours.
so you're saying that if you have a long range charge, you'll do more dps if the target is closer to you because you will hit harder.
i'll hold you to that, now prove it.
Who said anything about long range ammo hitting harder at closer ranges?????..
What part of load shorter range harder hitting ammo did you miss muppet???..
Its already in bold il underline it for ya.....
Originally by: 7shining7one7 Lasers get reduced dmg inside optimal if you are approaching with 0 transversal cos lasers fragment when you approach them
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7shining7one7
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Posted - 2009.02.08 22:12:00 -
[507]
Edited by: 7shining7one7 on 08/02/2009 22:15:57 you say you can use scorch from 45km all the way down to 15km if the target is moving towards you and still do completely stable dps without missing..
aka not needing to switch charges whatsoever as long as the target is between 15km and 50km..
you are saying scorch will hit perfect regardless..
there is no do it all crystal..
same should then be the case for loading spike in say.. medium rails (just to use an example with better tracking), but yet it is not, not even by a stretch of the imagination. |
Murina
Gallente The Scope
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Posted - 2009.02.08 22:18:00 -
[508]
Originally by: 7shining7one7 the part where you can use scorch from 45km all the way down to 15km if the target is moving towards you and still do completely stable dps without missing..
With 0 transversal you can hit to down to 0 with scorch and not miss at all, as i and others have told you transversal causes you to miss inside optimal the range is not what makes you miss.
How can you not understand such simple basics?.
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7shining7one7
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Posted - 2009.02.08 22:24:00 -
[509]
Edited by: 7shining7one7 on 08/02/2009 22:24:42
Originally by: Murina
Originally by: 7shining7one7 the part where you can use scorch from 45km all the way down to 15km if the target is moving towards you and still do completely stable dps without missing..
With 0 transversal you can hit to down to 0 with scorch and not miss at all, as i and others have told you transversal causes you to miss inside optimal the range is not what makes you miss.
How can you not understand such simple basics?.
how is 0 transversal even remotely applicable to the ingame situations.. if the target is 30km out.. (unless it's a stationary amarrian ship that you are firing upon)
besides, if this is what you are basing your calculations on no wonder you think scorch is awesome..
cause what you are doing is.. you are taking a midrange weapon system (pulse) that has a longer optimal range, thus more room where it hits before it reaches falloff and fades off
and comparing it to an extreme short range weapon system which has less room where it hits before it reaches falloff
and then you are complaining that blasters can't hit out to 45km like pulse while still doing as much damage as they do now...
that's just plain stupid. |
Murina
Gallente The Scope
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Posted - 2009.02.08 22:24:00 -
[510]
Originally by: 7shining7one7
you say you can use scorch from 45km all the way down to 15km if the target is moving towards you and still do completely stable dps without missing..
With 0 transversal yes.
Originally by: 7shining7one7 aka not needing to switch charges whatsoever as long as the target is between 15km and 45km..
With 0 transversal yes.
Originally by: 7shining7one7 you are saying scorch will hit perfect regardless..
With 0 transversal scorch will hit for 100% of its raw dmg at any range between 0-45km YES.
Originally by: 7shining7one7 same should then be the case for loading spike in say.. medium rails (just to use an example with better tracking), but yet it is not, not even by a stretch of the imagination.
If i fit spike in my rails and my optimal is say 190km, and you approach me from 190km-0km with 0 transversal i will hit you for my max available dmg without missing. |
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