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Neuromandis
Novastorm Inc Interstellar Alcohol Conglomerate
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Posted - 2007.04.29 21:40:00 -
[61]
Edited by: Neuromandis on 29/04/2007 21:38:19 Edited by: Neuromandis on 29/04/2007 21:37:01 I do not like it at all. My reasons are various: First, Alpha is all well and good, you don't have to single volley something for it to work (you already get a "virtual" damage bonus by your damage being frontloaded, which lessens as the fight progresses). On the other hand, very high alfa is completely UNFAIR to smaller ships. A boosting assault frigate that can tank your dps should not be able to be single-volleyed thus, denying it the chance to use its repping skills by a lucky blow, ***coming from a mainstream battleship, not even a specialized setup***. Combat must last more, not less. Yes minmatar would like it but sorry they do not need to single volley everything less than battleships.
Second it would totally be in favor of Minmatar with their too-easy fitting requirements. Third, contrary to what I see posted, it would actually WORSEN the situation for Amarr, because there is no way in hell they will be able to use the rigs that will be standard for everyone else. Instead, everyone BUT amarr will be using them -> hidden amarr nerf by introducing something that everyone else BUT them will be able to use.
Fourth, There is absolutely no real reason to do something like that. None at all. If the devs feel that Projectiles need more alfa, they can always increase their damage and lower ther ROF -> problem solved. No need to toy with an irrelevant module to do so. But, they don't, so they didn't, or they do and they will. Same, if the devs feel that Cap-using weapons need to use less cap, they can always decrease it, without screwing with an even more irrelevant module. As before, they don't so they didn't, or they do and they will. If the devs feel Amarr in general need a boost, they'll boost them. They do and they will as have been stated in preious blogs.
Don't fix what is by no means broken. Damage mods are among the best-balanced modules in the game, thank you very much. Instead, fix the damage and rof rigs so they can be used normally without stacknerfing to hell and back.
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Sigos
ORIGIN SYSTEMS
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Posted - 2007.04.29 22:37:00 -
[62]
Originally by: Sun Win Edited by: Sun Win on 29/04/2007 16:18:34
Originally by: Sigos I'm not usually one to say things like this, but: WTS 3rd grade math
Let us assume: Damage Modifier = 1 Rate of Fire = 1 Damage Bonus 1 (Current Module) = 2 Rate of Fire Bonus 1 (Current Module) = .5 Damage Bonus 2 (Proposed Module) = 4
Base DPS = Damage Modifier / Rate of Fire = 1 / 1 = 1 Current Post-Damage Module DPS = (Damage Modifier * Damage Bonus 1) / (Rate of Fire * Rate of Fire Bonus 1) = (1 * 2) / (1 * .5) = 2 / .5 = 4 Proposed Post-Damage Module DPS = (Damage Modifier * Damage Bonus 2) / Rate of Fire = (1 * 4) / 1 = 4 / 1 = 4
Therefore, both modules result in the same DPS.
Err watch your units.
Damage = 100 hp/shot RoF = 1 shot/10 seconds (or .10 shots/second) Damage Bonus (current module): 10% RoF Bonus (current): 10% Damage (proposed): 20%
DPS = Damage * ROF (hp/shot times shot/second shot cancels out and you get hp/second) DIVIDED IS WRONG that would give you hp/shot // shot/second which comes out to "hpshots per second^2"
So, base damage here is 100hp/shot * 0.1 shots/second == 10DPS
Current post damage modules DPS = (100hp/shot * 1.10) * (.1 shots/sec * 1.10) == 12.1 DPS or a 21% increase.
Proposed post damage modules DPS = (100hp/shot * 1.20) * .1 shots/sec == 12 DPS or a 20% increase
Now, we fit 2 damage mods (assuming no stacking nerf) Current post damage modules DPS = (100hp/shot * 1.10 * 1.10) * (.1 shots/sec * 1.10 * 1.10) == 14.64 DPS or a 46.41% increase.
Proposed post damage modules DPS = (100hp/shot * 1.20* 1.20) * .1 shots/sec == 14.4 DPS or a 44% increase
The gap is widening!
Yes, I do realize that, in reality, rate of fire should be shots in a period of time, but that is not how the rate of fire attribute is handled in the game so it is not the way I used it here. Rate of Fire in this example (as in game) is in seconds. Damage modifier is in hp. Therefore, damage per second is... (dun dun dun) Damage Modifier over Rate of Fire.
Perhaps I should have used units, but I thought it was self-explanatory (especially when looking at the math). Your problem is that you assume that they would replace a 10% RoF bonus with a 10% damage bonus, which would be asinine as a RoF bonus is better than an "equal" damage bonus.
I apologize for assuming too much of the average forum poster, though I did explain that in order to get the proper bonus, you would have to multiply by the inverse of the RoF modifier (1 minus the stated percent bonus [for those of you who don't know what a percent is, you must first divide it by 100 to get the "actual" modifier, so a 20% RoF bonus is a .2 reduction in RoF, or a .8 multiplier]).
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korrey
Amarr
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Posted - 2007.04.29 22:52:00 -
[63]
It means the Abaddon could be firing and tanking for...WOW More than 5 minutes! Brilliant, Amarr want their cap back! ----------- Amarr- If you like to handicap yourself before the fight begins, then Amarr may suite your needs surprisingly well. |
Goumindong
Amarr Merch Industrial We Are Nice Guys
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Posted - 2007.04.29 23:11:00 -
[64]
This would up volley damage on 3 damage mod'd ships by 30.79% assuming it was balanced for the same DPS.
Big buff to artillery and blasters. Not so much for lasers, but the cap use bonus would be nice. This is because lasers dont depend on front loaded DPS, like arties and blasters do, though it would still be a significant buff for lasers.
It would shorten fights, that isnt really what the devs have been aiming at. ---------------------------------------- Thou Shalt "Pew Pew" |
Angus McLean
Gallente Divinity Trials
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Posted - 2007.04.29 23:55:00 -
[65]
Originally by: Goumindong This would up volley damage on 3 damage mod'd ships by 30.79% assuming it was balanced for the same DPS.
Big buff to artillery and blasters. Not so much for lasers, but the cap use bonus would be nice. This is because lasers dont depend on front loaded DPS, like arties and blasters do, though it would still be a significant buff for lasers.
It would shorten fights, that isnt really what the devs have been aiming at.
Thats what we're hoping for. A larger buff for lasers and a smaller buff for the other weapon systems. Seeings Amarr mainly rely on their tank to live, dps isnt as much of an issue. Cap on the other hand is, and DoT on lasers isnt half bad.
So this is actually a cool idea IMO ---------------- I love how most people tend to quote themselves on the EvE Online forums. Its kind of ridiculous. -Angus McLean |
Goumindong
Amarr Merch Industrial We Are Nice Guys
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Posted - 2007.04.30 00:29:00 -
[66]
Originally by: Angus McLean
Originally by: Goumindong This would up volley damage on 3 damage mod'd ships by 30.79% assuming it was balanced for the same DPS.
Big buff to artillery and blasters. Not so much for lasers, but the cap use bonus would be nice. This is because lasers dont depend on front loaded DPS, like arties and blasters do, though it would still be a significant buff for lasers.
It would shorten fights, that isnt really what the devs have been aiming at.
Thats what we're hoping for. A larger buff for lasers and a smaller buff for the other weapon systems. Seeings Amarr mainly rely on their tank to live, dps isnt as much of an issue. Cap on the other hand is, and DoT on lasers isnt half bad.
So this is actually a cool idea IMO
You are entirely false.
Amarr do not rely on their tank to live, they rely on their range. Amarr ships that tank are amarr ships that get killed.
You cannot out-tank a Minmatar or Gallente ship of the same class while doing anywhere near similar damage. As well, since it benefits both of them to get close, the longer the battle is extended, the worse lasers do[for being close and having bad tracking as well as getting into the gallente/minmatar wheelhouse]. The cap use, being worse than blasters even at ship skill five is just another drop in the "what are you doing tanking" bucket.
Amarr rely on building a damage buffer by dealing DPS before their enemy does. This means this damage buffer needs to be as large as possible. It also means that the damage buffer doesnt nessesarrily need to be front loaded, because you are working on reasonably long term damage and not front loaded damage. The boost would help with cap use, and the front loaded damage isnt bad[in fact its good], but it isnt as important as weapon systems that rely on that front loaded damage. Most notably, blasters and Artillery.
Blasters not as much as arties, but once they get in range they need to put the hurt on asap[or they arent going to get over that damage buffer that amarr has built up]. Front loading damage increases this effect. Its a HUGE boost to neutron gank setups which have amasing volley damage already[a neutron gank hyperion would nearly has as much volley damage with neutrons with the change as a maelstrom would with arties at the moment(6% more alpha on the arties before the change, 38% after), neutron gank megathrons are more likly to be seen, but the prodigious volley damage of the Hyp wouldnt be something impressive to behold(avg volley dmg[after hit quality calculations, which have been definitivly figured out now] would be about 6332)]
And blasters would get the same cap use benefit out of it that lasers would. ---------------------------------------- Thou Shalt "Pew Pew" |
Jordan Musgrat
Convergent Firmus Ixion
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Posted - 2007.04.30 05:57:00 -
[67]
/signed.
It would not significantly reduce combat times, and believe me, they can already be long. We had a standoff of 20v20 the other day, mostly BS, and it took a good 10 minutes. That's perfect, and taking 9 minutes wouldn't kill me.
A good way to not nerf anything is to, like said before, have ROF and DPS damage mods. It adds a little more strategy to the game, and everyone should be happy with it. Yes there's not a problem with damage mods atm, but changing them in this way would go a long ways towards fixing a lot of little things that bug everyone. But for example, maybe instead of taking away ROF and doubling DPS, give it 90% net of what it would be. That should be more than enough to counter most ill effects that you would see.
Also, go ahead and make rigs stack with modules. You know you will eventually do it, so go ahead now. This will make ROF rigs useful, and force people to use different rigs, instead of 3x CCC and etc. It will ensure that no alpha striker can put 3x DPS mods and 3x DPS rigs, stacking on that would be horrible. He will need to mix in ROF as well for it to be effective. Alpha strike would still be insane, but if he wants to devote that many slots to it, especially after the HP increase, let him. -----------
Primary is family values, secondary is 0.0... |
Starraker
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Posted - 2007.04.30 08:40:00 -
[68]
Edited by: Starraker on 30/04/2007 08:38:03
Originally by: Neuromandis Edited by: Neuromandis on 29/04/2007 21:38:19 Edited by: Neuromandis on 29/04/2007 21:37:01 I do not like it at all. My reasons are various: First, Alpha is all well and good, you don't have to single volley something for it to work (you already get a "virtual" damage bonus by your damage being frontloaded, which lessens as the fight progresses). On the other hand, very high alfa is completely UNFAIR to smaller ships. A boosting assault frigate that can tank your dps should not be able to be single-volleyed thus, denying it the chance to use its repping skills by a lucky blow, ***coming from a mainstream battleship, not even a specialized setup***. Combat must last more, not less. Yes minmatar would like it but sorry they do not need to single volley everything less than battleships.
Second it would totally be in favor of Minmatar with their too-easy fitting requirements. Third, contrary to what I see posted, it would actually WORSEN the situation for Amarr, because there is no way in hell they will be able to use the rigs that will be standard for everyone else. Instead, everyone BUT amarr will be using them -> hidden amarr nerf by introducing something that everyone else BUT them will be able to use.
How would this change alfa strike so much? Like I said before, if you are in structure after the first volley now you will die after this change. HOw often did you get one volleyed into structure? And especially frigs will not have that problem because the hit quality is so bad on them. Just don't fly directly towards sniping BSs.
How would this boost minmatar over the other races via fitting reqs?
Why would this change affect the rig fitting properties of Ammar? ANd why would it be bad?
Originally by: Neuromandis Edited by: Neuromandis on 29/04/2007 21:38:19 Fourth, There is absolutely no real reason to do something like that. None at all. If the devs feel that Projectiles need more alfa, they can always increase their damage and lower ther ROF -> problem solved. No need to toy with an irrelevant module to do so. But, they don't, so they didn't, or they do and they will. Same, if the devs feel that Cap-using weapons need to use less cap, they can always decrease it, without screwing with an even more irrelevant module. As before, they don't so they didn't, or they do and they will. If the devs feel Amarr in general need a boost, they'll boost them. They do and they will as have been stated in preious blogs.
Don't fix what is by no means broken. Damage mods are among the best-balanced modules in the game, thank you very much. Instead, fix the damage and rof rigs so they can be used normally without stacknerfing to hell and back.
I agree they work OK. And all weapons are balanced unboosted. But I think it is wierd that Ammar and Gallente need to worry more about cap when they fit a module that has only positive effects for projectiles and missiles.
Maybe they should only change magstabs and heatsinks this way. On second thought why not give magstabs and heatsinks a tiny cap use bonus in line with the increased use by the increased RoF.
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Neuromandis
Novastorm Inc Interstellar Alcohol Conglomerate
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Posted - 2007.04.30 12:59:00 -
[69]
Edited by: Neuromandis on 30/04/2007 12:59:03
Originally by: Starraker Edited by: Starraker on 30/04/2007 08:38:03 How would this change alfa strike so much? Like I said before, if you are in structure after the first volley now you will die after this change. HOw often did you get one volleyed into structure? And especially frigs will not have that problem because the hit quality is so bad on them. Just don't fly directly towards sniping BSs.
How would this boost minmatar over the other races via fitting reqs?
Why would this change affect the rig fitting properties of Ammar? ANd why would it be bad?
I agree they work OK. And all weapons are balanced unboosted. But I think it is wierd that Ammar and Gallente need to worry more about cap when they fit a module that has only positive effects for projectiles and missiles.
Maybe they should only change magstabs and heatsinks this way. On second thought why not give magstabs and heatsinks a tiny cap use bonus in line with the increased use by the increased RoF.
I have seen single volleys to structure occasionally, just not quite often, so the problem is there. It is not tragic, but it's there.
About the minmatar boosting, quite simply, their double-damage-bonus ships with their less turret hardpoints have easier time fitting their guns. This is even more pronounced with autocannons because their lower tier weapons are very close to their higher tier weapons (same falloff, small difference in damage) and hence are used quite more often to save PG. That spare PG can be used for the ROF rigs. In contrast, you cannot do the same with blasters - the difference between neutron, ion and electron is immensely bigger.
Amarr: The change would indirectly affect Beam Amarr, especially battleships, very strongly, because tachyons have the most costly fitting. Amarr via their fitting restricitons would be very hard-pressed to use ROF rigs (which everyone else would use). In effect, while not nerfing amarr, it would be a change that everyone else would use but would be be "practically unavailable" to a lot of Amarr useful ships (mainly tachyon battleships, but I suppose others as well)
The fact that all weapons work unboosted ok but when damage mods figure in they are not (if that is the case), means exactly what you said: that maybe damage mods should give a tiny cap-use bonus (via better management of weapons or something) to make them cap-neutral. No problem with that, sounds like a very good idea. Or nerf minnie cap
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Rhaegor Stormborn
Sturmgrenadier Inc R i s e
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Posted - 2007.04.30 13:18:00 -
[70]
/signed
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Kiyano
Caldari Pilots Of Honour
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Posted - 2007.04.30 13:24:00 -
[71]
Imho any ships that couldn't tank a 10-30% (depending on amount of dmg mods fitted) increase in Alpha strike damage without popping, couldn't tank the original dps anyways (as it would remain the same hopefully =]) So I'm not seeing any problems here in regards to that, as some people have had issues with it. I'm definitely for this idea.
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smallgreenblur
Minmatar Wreckless Abandon Triumvirate.
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Posted - 2007.04.30 13:41:00 -
[72]
To all the people that are having math issues in this thread:
Changing the damage mod to stick with the same dps will involve increasing it by slightly more than double. I'm sure the devs are capable of this level of math.
Apart from anything else i'm starting to really like this idea. It boosts minmatar slightly, at least that part of minmatar that haven't worked out that autocannons are better than arties . It indirectly boosts amarr cap usage, which can only be good. Gallente get improved alpha and same dps as well as reduction in cap use. Caldari don't care either way.
It's all good ^^
sgb
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Nian Banks
Minmatar Berserkers of Aesir
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Posted - 2007.04.30 14:06:00 -
[73]
So now if they did introduce this so that you had a rof module and a damage module, should they keep the original rof+damage module? for those who want both bonuses weaker but in one mod.
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smallgreenblur
Minmatar Wreckless Abandon Triumvirate.
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Posted - 2007.04.30 14:55:00 -
[74]
Originally by: Nian Banks So now if they did introduce this so that you had a rof module and a damage module, should they keep the original rof+damage module? for those who want both bonuses weaker but in one mod.
I don't think we should have a rof mod, just a damage mod and a rof rig. With equal dps there would be no reason to fit a rof damage mod, and it would be difficult to sort out stacking penalties on people filling lows with damage mods and rof mods. But if both come in then I should think getting rid of the original would be best for the same reason.
sgb
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n0thing
Northern Intelligence Artificial Intelligence.
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Posted - 2007.04.30 15:26:00 -
[75]
Originally by: smallgreenblur
Originally by: Nian Banks So now if they did introduce this so that you had a rof module and a damage module, should they keep the original rof+damage module? for those who want both bonuses weaker but in one mod.
I don't think we should have a rof mod, just a damage mod and a rof rig. With equal dps there would be no reason to fit a rof damage mod, and it would be difficult to sort out stacking penalties on people filling lows with damage mods and rof mods. But if both come in then I should think getting rid of the original would be best for the same reason.
sgb
Wouldnt that bring more damage overall, with 3 boosted dmg mods and 3 rof rigs? ---
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Saladin
Minmatar Eternity INC. Mercenary Coalition
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Posted - 2007.04.30 15:52:00 -
[76]
Originally by: Sebroth Im not sure I would like it. Sure I would get a nice volly dmg from my 1400mm II but the rof would be insane without any rof bonus.
I have to say I share your concerns. It would reduce fleet fights to 19th century style warfare - Load muskets, fire, reload while getting shot....well you get the picture. ----
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Haniblecter Teg
F.R.E.E. Explorer EVE Animal Control
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Posted - 2007.04.30 15:55:00 -
[77]
Put this in the features and ideas forum so someone can see ti. ---------------------------------------- Friends Forever
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Maeltstome
Minmatar Caldari Navy Raiders
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Posted - 2007.04.30 15:57:00 -
[78]
Originally by: Mastin Dragonfly I think they upped the hitpoints for all ships for a reason. Drascticly increasing alpha strike would sorta counter that idea.
Yes, to make fleet battles last longer or so i think i read.
But baring in mind the DPS will remain the same, and also if 6 T2 1400 MM could alpha strike a stock BS with 6k shields armor and hull... then maybe it would become and issue. But i dont see that being the case. Even with 8 guns on the tier 3's.
This would also benefit dreads imo.
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Maeltstome
Minmatar Caldari Navy Raiders
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Posted - 2007.04.30 15:59:00 -
[79]
Originally by: Neuromandis Edited by: Neuromandis on 29/04/2007 21:38:19On the other hand, very high alfa is completely UNFAIR to smaller ships. A boosting assault frigate that can tank your dps should not be able to be single-volleyed thus, denying it the chance to use its repping skills by a lucky blow
I have sat perfectly still in a tristan while a t2 1400 pest shot me with all 6 guns, i got knocked into armor and survived. Your forgetting that the sig radius of the ship plays a massive role in damage reduction. And an MWD frigate moving in a straight line has and always will be an insta-pop.
I see very little changing in that respect.
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Nian Banks
Minmatar Berserkers of Aesir
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Posted - 2007.04.30 16:14:00 -
[80]
Originally by: n0thing
Originally by: smallgreenblur
Originally by: Nian Banks So now if they did introduce this so that you had a rof module and a damage module, should they keep the original rof+damage module? for those who want both bonuses weaker but in one mod.
I don't think we should have a rof mod, just a damage mod and a rof rig. With equal dps there would be no reason to fit a rof damage mod, and it would be difficult to sort out stacking penalties on people filling lows with damage mods and rof mods. But if both come in then I should think getting rid of the original would be best for the same reason.
sgb
Wouldnt that bring more damage overall, with 3 boosted dmg mods and 3 rof rigs?
Oh the only reason I asked if we have both a rof and a damage mod is because I thought that rof and damage modules and rigs all stack against each other, as in its pointless to have any more than 3 items rof or damage fitted, be it rig or module. I.e. 1 damage rig, 1 rof module, 1 damage module. and beyond that the stacking penalty becomes unbearable.
Oh and some people, say for example a Speedy MWD AC Battlecruiser pilot may only be able to fit one weapon module and would probably prefer the original for a modest rof & damage bonus, because usually the lows are full of speed modules and then in the rig slots, you would probably have a couple of mass rigs and a falloff rig, because you need more falloff with ac's.
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DeadDuck
Infinite Improbability Inc Dusk and Dawn
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Posted - 2007.04.30 16:19:00 -
[81]
Seems a nice idea.
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Lisento Slaven
Amarr Vendetta Underground Rule of Three
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Posted - 2007.04.30 16:26:00 -
[82]
Why not make seperate damage mods for each weapon type (arty mods and ac mods...pulse mods and beam mods...etc)
Would allow you to tweak each one without giving people crazy bonuses if the idea that a mod makes artillery too powerful.
More work...more tweaking...
Or - why do we have to increase the damage bonus proportional to the ROF loss if this were done? Why not just increase the damage bonus just a little bit instead of proportional? ---
Lisento Slaven wants to be a Space Whaler in EVE.
Put in space whales!
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smallgreenblur
Minmatar Wreckless Abandon Triumvirate.
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Posted - 2007.04.30 17:03:00 -
[83]
Originally by: Lisento Slaven Why not make seperate damage mods for each weapon type (arty mods and ac mods...pulse mods and beam mods...etc)
Would allow you to tweak each one without giving people crazy bonuses if the idea that a mod makes artillery too powerful.
More work...more tweaking...
Or - why do we have to increase the damage bonus proportional to the ROF loss if this were done? Why not just increase the damage bonus just a little bit instead of proportional?
That works, if you make it so a ship with say 2 rof rigs on and 3 'new' damage mods on does the same dps as a ship with 3-4 damage mods on now.
sgb
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Ghostshadow
Templars of Space CORE.
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Posted - 2007.04.30 17:41:00 -
[84]
Edited by: Ghostshadow on 30/04/2007 17:37:33 I can't belive people are complaining about minmatar. What about Caldari? With tech 2 rage torps they could get 1200-1500 damage per torp RELIABLY, every time before resists.
7200-9000 damage volley?
Also, to the guy that said he already 1 volleys alot of smaller NPC ships so the ROF is more usefull. Just don't fire every launcher at once. If it takes 6 launchers to 1 volley it, only fire 4 launchers with this change, then the next 2 launchers at a diffren't target.
EDIT: that being said. I'm all for this idea, i like big pretty numbers
____________________________________________ A * B = C A = Skill Points B = GPA C = a Constant. Guess what happens to B as A increases.
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Kruel
Beyond Divinity Inc Privateer Alliance
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Posted - 2007.04.30 18:29:00 -
[85]
Starraker for dev.
Simple but good idea.
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Theo Ramone
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Posted - 2007.04.30 18:33:00 -
[86]
What you need to do is roll a Warlock, then DoT the hell out of them then fear them so they run off. Use that time to mana boost.
Errr..
Damnit. Wrong forum.
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n0thing
Northern Intelligence Artificial Intelligence.
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Posted - 2007.04.30 20:16:00 -
[87]
Originally by: Ghostshadow Edited by: Ghostshadow on 30/04/2007 17:37:33 I can't belive people are complaining about minmatar. What about Caldari? With tech 2 rage torps they could get 1200-1500 damage per torp RELIABLY, every time before resists.
7200-9000 damage volley?
Also, to the guy that said he already 1 volleys alot of smaller NPC ships so the ROF is more usefull. Just don't fire every launcher at once. If it takes 6 launchers to 1 volley it, only fire 4 launchers with this change, then the next 2 launchers at a diffren't target.
EDIT: that being said. I'm all for this idea, i like big pretty numbers
A rage torp need a wall in front of it to hit it for max damage last I seen them shooting something. ---
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Goumindong
Amarr Merch Industrial We Are Nice Guys
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Posted - 2007.04.30 21:22:00 -
[88]
Originally by: smallgreenblur
Originally by: Lisento Slaven Why not make seperate damage mods for each weapon type (arty mods and ac mods...pulse mods and beam mods...etc)
Would allow you to tweak each one without giving people crazy bonuses if the idea that a mod makes artillery too powerful.
More work...more tweaking...
Or - why do we have to increase the damage bonus proportional to the ROF loss if this were done? Why not just increase the damage bonus just a little bit instead of proportional?
That works, if you make it so a ship with say 2 rof rigs on and 3 'new' damage mods on does the same dps as a ship with 3-4 damage mods on now.
sgb
So you nerf amarrs and gallente damage because they cant fit 2 RoF rigs like Minmatar can[not as easily at least]? Buff short range guns since they can be more easily boosted with rigs, which further diminishes amarrs range advantage?
It would be terrible. ---------------------------------------- Thou Shalt "Pew Pew" |
smallgreenblur
Minmatar Wreckless Abandon Triumvirate.
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Posted - 2007.04.30 21:55:00 -
[89]
Originally by: Goumindong
Originally by: smallgreenblur
Originally by: Lisento Slaven Why not make seperate damage mods for each weapon type (arty mods and ac mods...pulse mods and beam mods...etc)
Would allow you to tweak each one without giving people crazy bonuses if the idea that a mod makes artillery too powerful.
More work...more tweaking...
Or - why do we have to increase the damage bonus proportional to the ROF loss if this were done? Why not just increase the damage bonus just a little bit instead of proportional?
That works, if you make it so a ship with say 2 rof rigs on and 3 'new' damage mods on does the same dps as a ship with 3-4 damage mods on now.
sgb
So you nerf amarrs and gallente damage because they cant fit 2 RoF rigs like Minmatar can[not as easily at least]? Buff short range guns since they can be more easily boosted with rigs, which further diminishes amarrs range advantage?
It would be terrible.
mmm I don't see where you are coming from on any of those points mate. Sorry.
sgb
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Goumindong
Amarr Merch Industrial We Are Nice Guys
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Posted - 2007.05.01 00:29:00 -
[90]
Originally by: smallgreenblur
mmm I don't see where you are coming from on any of those points mate. Sorry. sgb
If you set 3x DMG mod +2x RoF rigs = current 3x dmg mod
Then Amarr and Gallente get nerfed, amarr hardest. In fact if you remove the RoF part of damage mods, no matter how you look at it you hurt amarr/gallente and boost minmatar.
2x falloff rigs = 10.25% more powergrid use on guns at the minimum.
Amarr and gallente are the two races which are able to field those increased powergrid costs less.
It would make lower damage weapons do more damage than higher damage weapons because you cant afford the powergrid on the higher damage weapons.
This is a boost to gallente and minmatar, who lose the least amount of range on dropping their weapons since they can get the higher damage at the least cost.
Which leaves amarr, in order to get back into par[for DPS] with the other two, taking the worst penalties. Both in terms of damage[since they have the worst drop in RAW dps between their teirs], in range[since they have the worst drop in range between their teirs], and in effectiveness since they need DPS and Range more than the other two races.[if you want, i can explain, but it has to do with not being able to compete with Minmatar or Gallente when tanking in the close range, such amarr depend on a damage buffer that is applied before opponents can close]
Minmatar would get the boost more or less free. Gallente would have to expend some tank, and Amarr would be shafted.
It may or may not boost caldari[since i dont know how much spare CPU they have after fitting launchers and how much they would have to compromise to do so].
If you give amarr and gallente stronger dmg mods so they dont need the RoF rigs then you will have minmatar complaining that their ships cost 30m more to get the same DPS as the others, and complaining that gallente and amarr can gain more from fitting RoF rigs if they do choose to take the pg hit. ---------------------------------------- Thou Shalt "Pew Pew" |
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