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Faction weapons

Author
Trii Seo
Goonswarm Federation
#1 - 2013-05-26 22:32:51 UTC
The widely known truth is that faction weapons, spare for missile launchers in very rare cases, is likely the worst choice. Why?

- Unlike T2, faction weapons can't fire advanced munitions
- Unlike T2, faction weapons are not affected by the 2% RoF skill
- Unlike T2/Meta faction weapons are damn expensive

As it stands, mounting faction turrets will literally cause people to laugh at your lossmail. So, a small suggestion (I fully expect to get bombed with "no." the second I press 'post'):

Make some faction weapons capable of firing T2 ammunition, at the cost of decreased base stats - HP for overheat, raw damage, tracking/optimal bonuses. Perhaps even restrict certain ammunition types to certain weapon types - only RF weapons (besides T2) are capable of using Barrage/Tremor while Domination can use Quake/Hail. Gallente-based blasters would load Void and caldari - Null.

That being said, their overall performance should be below T2 - to reward people who specialize.

ohnoes it is bad! you may say, but... is it really?

- Faction weapons will still not be affected by the RoF bonus from spec skill
- Faction weapons do not require [Weapon system] 5. This means the user will not be getting top bang for the buck if he's sane and bought it for the sole reason of being unwilling to train for T2.
- Faction weapons will still be very expensive (vastly more than T2) and it's unlikely they'll become a staple use.
- Faction should, if I remember things right, lie between T2 and T1 offering something better than T1 but less specialized than T2. As things stand now, they are, in fact, better than T1 but their cost is too high to justify usage most of the time and T2 ammo offers a rather huge advantage.

Flame away.

Proud pilot of the Imperium

Arek'Jaalan: Heliograph

Bienator II
madmen of the skies
#2 - 2013-05-26 23:26:04 UTC
ccp doesn't even have balanced all T2 weapons not to mention ships or drones. Give it time. There is so much wrong with faction weapons... just look at the LP shops and the tag requirements.

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

Trii Seo
Goonswarm Federation
#3 - 2013-05-26 23:29:10 UTC
Oh there's a lot to balance in the tiericide, kicking off with T2 and T3 ships - still, never hurts to talk about good/bad solutions to the problem. Maybe there's hope and devs still sometimes dare to take a peek into F&I Blink

Proud pilot of the Imperium

Arek'Jaalan: Heliograph

Nevyn Auscent
Broke Sauce
#4 - 2013-05-27 00:56:50 UTC
Just make Faction Weapons allowed to use T2 Ammo with current stats.
But only if you have trained to T2 ammo.

That rewards people who specialise even more, since they can advance beyond T2 guns.
Mike Voidstar
Voidstar Free Flight Foundation
#5 - 2013-05-27 02:00:24 UTC
I suppose it might be interesting to make T2 ammo usable by any appropriate weapon, perhaps with only T2 weapons able to do so without problems. At first glance, I would make the problems be heat, with higher meta levels generating less heat per shot.

The specialization skills should simply affect all weapons of the appropriate type, not just the T2 versions. This too could be on a sliding scale, with higher meta versions receiving more benefit from the skills.
Shereza
Center for Advanced Studies
Gallente Federation
#6 - 2013-05-27 04:10:05 UTC
T2 ammo should be limited to T2 weapons. If you want them to use special ammo then suggest that they use specialized faction ammo as well as the generic upgraded faction ammo that T1 weapons can also use. Here's an example.

Snowshoe torpedoes: Guristas torpedoes that do normal damage for torpedoes but receive an extra 25% missile velocity bonus and when within 5km of the target receive an additional 50% on top of that. This still makes them effectively useless at extreme range combat, but when they get close enough target to warrant firing off their "booster packs" they can move faster than T2 javelin torpedoes.

Angora torpedoes: All torpedoes do 50% less damage than T1 counterparts and have a -25% velocity penalty, but they also pack a 1.5 point multispectral ECM charge.

Foxbat crystals: Developed for specialized Blood Raider ships these laser crystals convert 50% of the laser projector's EM damage to thermal damage. The remaining damage is oscillated to such a different wavelength that it disrupts most ships' capacitors. Crystals function with similar base stats to MF crystals except that they do additional thermal damage equal to 25% of the EM damage and function as a neutralizer damaging the target ship's capacitor amount by 25% of the EM damage. For large "Foxbat" crystals this would mean 27 thermal damage and -7 target ship capacitor. That is, of course, under optimal conditions and the neutralizer effect should be modified by all factors applicable to normal damage.

Glub rounds: Eschewing the high tech approach they normally apply towards their advanced ship designs, leading Angel scientists have decided to get down and dirty with some of their more creative efforts. Literally. Glub rounds are constructed from a mishmash of chemical and industrial waste products and as such do a bit of all types of damage, but Angel scientists made them more annoying by adding a special blend of binding polymers allowing most of the material that isn't vaporized to remain attached to the target. What this means is that each large "Glub" round will do 10 damage of each type and slow down the target ship by 2% (max) per round with a 30 second duration. For balance purposes this should probably be either stacking penalized or capped at a maximum 20% velocity reduction.

Penetrator rounds: After years of shooting through Federation ships' shields with ease only to have to pound through the armor and then continue pounding to get through the over-strength hulls of most Federation Navy vessels Serpentis arms manufacturers have come up with a new twist on an old munition. They have modified iridium rounds by incorporating osmium into the forging process allowing for even more penetrative power. As a result these rounds are not only capable of punching through still active shields but, when not interdicted by shields, can also punch through weak spots in the ship's armor. Effectively these rounds would have a chance equal to ((100 - % of current shield/armor) / 2) to punch through and do an additional 25% damage to the next defensive barrier down. At 100% shield there's no chance of them punching through into armor, but at 50% shield they would have a 25% chance of hitting armor and a shot doing 16/12 damage would then do another 4/3 (kinetic/thermal) to the target's armor.

I mean really, let's have some fun here. Pirates are supposed to be somewhat creative and taking existing stuff in non-traditional ways that the navies really wouldn't expect or want to go.
sabre906
The Scope
Gallente Federation
#7 - 2013-05-27 04:41:29 UTC
Shereza wrote:
T2 ammo should be limited to T2 weapons. If you want them to use special ammo then suggest that they use specialized faction ammo as well as the generic upgraded faction ammo that T1 weapons can also use. Here's an example.

Snowshoe torpedoes: Guristas torpedoes that do normal damage for torpedoes but receive an extra 25% missile velocity bonus and when within 5km of the target receive an additional 50% on top of that. This still makes them effectively useless at extreme range combat, but when they get close enough target to warrant firing off their "booster packs" they can move faster than T2 javelin torpedoes.

Angora torpedoes: All torpedoes do 50% less damage than T1 counterparts and have a -25% velocity penalty, but they also pack a 1.5 point multispectral ECM charge.

Foxbat crystals: Developed for specialized Blood Raider ships these laser crystals convert 50% of the laser projector's EM damage to thermal damage. The remaining damage is oscillated to such a different wavelength that it disrupts most ships' capacitors. Crystals function with similar base stats to MF crystals except that they do additional thermal damage equal to 25% of the EM damage and function as a neutralizer damaging the target ship's capacitor amount by 25% of the EM damage. For large "Foxbat" crystals this would mean 27 thermal damage and -7 target ship capacitor. That is, of course, under optimal conditions and the neutralizer effect should be modified by all factors applicable to normal damage.

Glub rounds: Eschewing the high tech approach they normally apply towards their advanced ship designs, leading Angel scientists have decided to get down and dirty with some of their more creative efforts. Literally. Glub rounds are constructed from a mishmash of chemical and industrial waste products and as such do a bit of all types of damage, but Angel scientists made them more annoying by adding a special blend of binding polymers allowing most of the material that isn't vaporized to remain attached to the target. What this means is that each large "Glub" round will do 10 damage of each type and slow down the target ship by 2% (max) per round with a 30 second duration. For balance purposes this should probably be either stacking penalized or capped at a maximum 20% velocity reduction.

Penetrator rounds: After years of shooting through Federation ships' shields with ease only to have to pound through the armor and then continue pounding to get through the over-strength hulls of most Federation Navy vessels Serpentis arms manufacturers have come up with a new twist on an old munition. They have modified iridium rounds by incorporating osmium into the forging process allowing for even more penetrative power. As a result these rounds are not only capable of punching through still active shields but, when not interdicted by shields, can also punch through weak spots in the ship's armor. Effectively these rounds would have a chance equal to ((100 - % of current shield/armor) / 2) to punch through and do an additional 25% damage to the next defensive barrier down. At 100% shield there's no chance of them punching through into armor, but at 50% shield they would have a 25% chance of hitting armor and a shot doing 16/12 damage would then do another 4/3 (kinetic/thermal) to the target's armor.

I mean really, let's have some fun here. Pirates are supposed to be somewhat creative and taking existing stuff in non-traditional ways that the navies really wouldn't expect or want to go.


What is this... stuff? Please save the weird game breaking stuff somewhere the sun don't shine.

All meta 5+ guns should utilize t2 ammo and specialization skill bonus.
Shereza
Center for Advanced Studies
Gallente Federation
#8 - 2013-05-27 05:25:49 UTC
sabre906 wrote:
What is this... stuff? Please save the weird game breaking stuff somewhere the sun don't shine.

All meta 5+ guns should utilize t2 ammo and specialization skill bonus.


What's game-breaking in a slower, less damaging missile that also has a chance to jam that's lower than T1 multispectral jammers and gets nothing from ship or skill bonuses to jamming? What's game-breaking with ammo that has a smaller total boosted range than javelins and only really shines when a target comes within 5km of it? Where is the game breakage in ammo that slows down the target ship but does so in an amount lower than what drones do, less than half tops of what T1 webbers do in my suggestion, that also can't really take advantage of enemy resistance holes? How is the game broken by ammo that does an extra 25% damage over what an already low'ish damage long-range ammo type does and then only when everything works perfectly which means it'll never actually hit that performance mark? What breaks the game in an ammo that does only thermal damage, probably one of the most tanked damage types in the game, and has less neutralizing power per shot than a small T1 neutralizer?

On the flip side what's not game-breaking about weapons doing more damage than T2 guns, using less capacitor than T2 guns, making use of T2 specializations, all while using T2 ammo?
DeLindsay
Galaxies Fall
#9 - 2013-05-27 08:46:24 UTC
Quote:
- Unlike T2, faction weapons can't fire advanced munitions
- Unlike T2, faction weapons are not affected by the 2% RoF skill
- Unlike T2/Meta faction weapons are damn expensive

-Unlike T2 -Faction Weapons DON'T REQUIRE T2 SKILLS TO USE & HAVE LOWER FITTING REQS!!

There I fixed your glaring omission. The reason Faction Weapons are soo damn exp as you say is that you don't need sh*t for skills to actually fit them to your ship, unlike T2 which not only require much longer skill training but ancillary fitting skills in most cases if you want to fit much anything else on the ship. There is no good reason for Faction Weapons to use T2 ammo, period. However, Deadspace and Officer should indeed be capable of using T2 ammo (as long as you meet the skill reqs for said ammo). There is an entire thread that already hashed this out, and much better than your proposal, sorry.

The Operative: "There are a lot of innocent people being killed in the air right now".

Capt. Malcolm Reynolds: "You have no idea how true that is".

Mara Rinn
Cosmic Goo Convertor
#10 - 2013-05-27 08:58:07 UTC  |  Edited by: Mara Rinn
Let's take a 425mm Railgun as an example.

The T1 meta 0 version:

  • 21GJ activtion
  • 48km optimal
  • 24km falloff
  • 0.0101 tracking
  • 9.56s per volley
  • 3.03 damage modifier
  • 67Tf CPU
  • 2200MW PG


The Caldari Navy variant:

  • 16.8GJ activation
  • 62.6km optimal
  • 24km falloff
  • 0.0101 tracking
  • 9.56s per volley
  • 3.63 damage modifier
  • 74Tf CPU
  • 1980MW PG


So the faction variant already does 20% more DPS, has 25% greater optimal range, and uses 10% less PG (though it also uses 10% more CPU). The Gallente faction rail gun uses less CPU but the same PG as the meta 0. It doesn't get the same range boost as the Caldari variant though.

The T2 variant:

  • 21GJ activation
  • 57.6km optimal
  • 24km falloff
  • 0.0101 tracking
  • 9.56s per volley
  • 3.63 damage modifier
  • 74Tf CPU
  • 2310MW PG


Thus the faction weapon has similar base stats to the T2 variant, but uses far less PG, less cap and gets a better optimal range.

Why do faction weapons need to use T2 ammo as well?
Trii Seo
Goonswarm Federation
#11 - 2013-05-27 09:30:16 UTC  |  Edited by: Trii Seo
Oh, yes indeed most faction weapons have lower fitting requirements + don't require T2 skill to use (what a glaring ommission not to state the obvious... plus, I think stating that they don't get the RoF bonus kind of points that out, doesn't it? Also deadspace weapons don't exist). Also if there's a better thread do link it, there's quite a bit of stickies on the first page and things get lost quickly.

You will rarely see someone who fits a rack of faction weapons rather than simply downscaling (if fitting for tank/speed, some armour SFIs + Dual 180's) or building their entire fit around fitting the biggest T2/meta gun possible. It's simply unfeasible with the price - with most fits having from 5 to 8 guns on them (for ships bigger than a frigate) you're more likely to see someone fitting meta/t2 guns + using faction/deadspace hardeners to save up on fitting space.

Yeah, a T1 meta 0 will have those stats - a meta 4 is slightly different:

16.8 GJ activation (same as CN)
57.6k Optimal (5k difference)
24k falloff (same as CN)
0.0101 rps tracking (same as CN)
9.56s cycle (same as CN)
3.63x damage modifier (same as CN)
56tf CPU fitting (lower than CN)
2,2k MW grid (higher than CN)

price: ~100m ISK give or take for the CN. ~5m for a meta 4. That is 20 times the price for essentially 220MW lower powergrid fitting + a small gain in optimal range.

(Seeing as the post above was edited) Edit: Mostly because for their cost, faction weapons don't offer anything to compensate for how high it is - and T2 ammo offers a massive advantage on its own. That being said, they should not be using it without drawbacks - putting time into specializing for those T2 guns should be rewarded in all cases.

Proud pilot of the Imperium

Arek'Jaalan: Heliograph

Doddy
Excidium.
#12 - 2013-05-27 10:00:50 UTC
No they shouldn't fire t2 ammo, silly idea really.

If there is any need for faction wapons to be more widespread they should just increase their drop rate, it is their rarity that makes the price high. You need 4-8 of a weapon to make a fit so the drop rate should be 4-8 times that of mods you only generally fit one or two of (all other mods really). It isn't so faction weapons are more expensive than they should be. They could do with a slight stat buff (i don't really see a problem with them having better tracking or range than t2, given t2 can use the t2 ammo and get the skill bonus to rof) but definately shouldn't fire t2 ammo.
Nevyn Auscent
Broke Sauce
#13 - 2013-05-27 11:28:53 UTC
You have all failed to take the T2 skill DPS increase into account in your 'Which weapon does more damage' calculation.
As the T2 weapon has a skill which gives it additional damage, it does a larger amount of damage than the base weapon stats would suggest relative to all other weapons. Meaning that in reality a T2 weapon currently does more DPS than most officer options do. Especially when the T2 ammo types that do more DPS at long range than normal long range ammo's are taken into account.
Bertrand Butler
Cras es Noster
#14 - 2013-05-27 11:38:14 UTC  |  Edited by: Bertrand Butler
Make faction/DEAD/officer weapons use T2 ammo without getting the specialization skill bonus (but having the requirement of training it to use them).

People will actually use them then in some applications. Right now they are just market/carebear baubles.


.-
Verity Sovereign
Sebiestor Tribe
Minmatar Republic
#15 - 2013-05-27 11:49:46 UTC
Anyone who thinks faction weapons are fine as they are, obviously hasn't tried to use them in comparison to T2 weapons (except missile launchers, because CCP fails at math, the same reason a 5% damage bonus does less DPS than a 5% ROF bonus).

Less DPS, and exorbitant cost.

Every other faction item is equal to or superior to T2, with less fitting and cap cost (when applicable) than meta 0-5.
T2 turrets: Have the same PG requirements as T2 (well above meta 0-4), only reduced CPU use (which is rarely limiting on turret boats)

For lasers, the cap cost reduction may matter a bit, for hybrids and projectiles, its insignificant/not applicable.

DPS is significantly less, applied DPS is much less due to the lack of T2 ammo (for more tracking, or more range).

Everyother type of module allows you to get better performance than T2 if you spend the ISK (note, Buff the Domination invuln field, its crap and an exception).
With faction turrets, you spend the ISK, and get worse than T2 performance for insignificant fitting gains.

Faction blasters are especially FUBAR, as they have ***worse*** optimals than meta 3,4, and T2, while every other faction turret has the same optimal as T2/meta 4 (falloff is the same in all cases) - except CN rails which get a range boost in leu of the damage boost (relative to meta 4/base T2)


CN Invuln >> T2 invuln
AN EANM >> T2 EANM
FN TC >> T2 TC
RF AB >> T2 AB
FN blaster <<< T2 blaster WTF?!

Before you whine about how when you invest training time into skills, you deserve a reward, I agree, but you can't load the T2 ammo if you don't have the skills, and you don't get the 2% per level bonus if you don't have the skills (side note, I think that 2% bonus should apply even to Meta 0-4 weapons, but whatever).
Same skill reqs for these bonuses (unlike every other faction item where you get better bonuses than T2 for only T1 level skils), but much more ISK invested for about 4% better performance
Trii Seo
Goonswarm Federation
#16 - 2013-05-27 11:52:58 UTC
Doddy's point is good here - a good case of supply/demand vs. price. So, dropping the idea of T2 ammo for faction weapons:

- Faction weapons receive a statistics buff in their respective department, pushing them into the faction's specialty. Gallente damage multiplier is increased (offering in specific cases(!) more damage than T2 using the same ammunition and fitting)
- Faction weapons drop from rats in sets of 4-8.
- Prices of faction weapons are decreased in LP stores.

As an example, a Republic Fleet 425 would deal more upfront damage, while Domination 425 would have longer falloff. Bonuses would be good enough to justify paying increased price.

Possibly:

- Officer weapons use T2 ammo if skill requirements are met, while offering the bonus. Their drop rate remains unchanged.

Proud pilot of the Imperium

Arek'Jaalan: Heliograph

Nevyn Auscent
Broke Sauce
#17 - 2013-05-27 12:25:27 UTC
The problem is, the way you are talking, the bonuses have to make the weapon better than lvl 5 weapon spec. Meaning they are massively better weapons requiring far less training time.
By allowing them to use T2 Ammo IF AND ONLY IF you have the T2 skill, and tying them into the T2 skill bonus for how much benefit they get for the T2 ammo, you tie their effectiveness directly into the specialisation the pilot has put into the weapon system.
Trii Seo
Goonswarm Federation
#18 - 2013-05-27 12:39:21 UTC
If we go for the 'buff, no T2 ammo', It's worth noting that a raw damage increase is not everything that's important. For instance, a RF autocannon would out-damage a T2 using same T1 ammunition, but would suffer more in the optimal range/falloff department. (Without access to barrage ammo to make up for it.)

I do agree that RoF bonus should affect all weapons not just Tech 2.

Proud pilot of the Imperium

Arek'Jaalan: Heliograph

Mike Voidstar
Voidstar Free Flight Foundation
#19 - 2013-05-27 12:51:48 UTC
On the other hand, if you drop the silliness that skilling in Railgun Specialization only works on one special railgun, and allow your railgun spec to improve any railgun on your ship, you don't have to make the Officer/Deadspace/Faction rails have better performance for less skills, you just have to balance them inline with all the other railguns and let the skills do their jobs.

The same with the ammo. It's ammo, of the correct size. It should be useable in any weapon of the correct type. Perhaps the T2 variants have special shielding or compensation or something to counteract the drawbacks of the advanced ammo, but that should not mean other weapons of the same type can't fire it, just that they may be damaged by it.

The reason T2 items don't make sense is because they are special cases rather than a part of the natural balance. That should be changed.
Trii Seo
Goonswarm Federation
#20 - 2013-05-27 13:42:37 UTC
The best example of T2 are ships - it's a specialized branch that requires skills and offers significant performance improvement in a single area. A good example would be Bellicose/Rapier - one being an ewar support cruiser, second being a recon ship. It gains the ability to use covert cloaks and covert cynos, as well as a webbing bonus.

There's a point in T2 weapons being slightly out of the norm, since they offer more versatility (ammo choices) at the cost of increased fitting/operation costs. Other T2 modules tend to just perform better at a similar cost - and while T2 ships are often a choice of the pilot, many will put training Tech 2 autocannons/artillery as a must for anyone flying Minmatar ships.

Proud pilot of the Imperium

Arek'Jaalan: Heliograph

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