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T2 ammo in Faction/Officer weapons!

Author
Paikis
Vapour Holdings
#21 - 2013-06-10 07:30:20 UTC
DeLindsay wrote:
Paikis wrote:
3. T2 ammo itself now requires the specialisation skills in order to plug it into your weapons.
As long as the same training requirements to fit T2 Guns/Launchers to the ship would be required to use the T2 ammo in faction+ Guns/Launchers then I'd support this. That's the main reason I haven't supported anyone bringing this up before, they all want to have **** skills while using superior Guns/Launchers with T2 ammo that have lower fitting reqs.


Covered that bit here.
Tsukino Stareine
Garoun Investment Bank
Gallente Federation
#22 - 2013-06-10 07:51:29 UTC
Ginger Barbarella wrote:
Tsukino Stareine wrote:
it's not worse cause you don't have to drop a months training time and in some cases they're just better (faction tachys on nightmare/paladins)

it's just spending a different resource

stop being a baby, you can't have your cake and eat it.


Do your EveUni leash holders know you're being a d-bag on the Forums??


Is your NPC corp spanking you hard enough???
Crellion
Nano Rhinos
PURPLE HELMETED WARRIORS
#23 - 2013-06-10 10:39:04 UTC  |  Edited by: Crellion
bah never mind

good proposal though
Robert Caldera
Caldera Trading and Investment
#24 - 2013-06-10 10:45:29 UTC
no T2 ammo in T1 guns. Thats ok.
Rual Storge
Caldari Provisions
Caldari State
#25 - 2013-06-10 11:17:41 UTC
YEs! But only because my 1500dps sin needs 150 moar dps!
Verity Sovereign
Sebiestor Tribe
Minmatar Republic
#26 - 2013-06-10 11:41:47 UTC
As I've said many times before:

Faction guns and domination shield hardeners are the *only* cases where T2 > faction.
In EVERY other case, Faction is equal or better in every way except availability/price.

Everything else faction gets you T2 performance or better with less skill requirements, and less fitting requirements.

Faction guns get you:
Less DPS than T2 when using the same ammo
T2 PG fitting requirements
7% less cap use than meta 4

and in the base of blasters:
Less optimal than T2/meta 4


I propose that they be given meta 4 fitting requirements, and Meta 4/T2 base stats (which are basically identical), and:
* Benefit from T2 spec skills
* can load T2 ammo if T2 spec skills are trained
* Larger magazine size for Hybrids and Projectiles, less cap use for Hybrids and lasers



Faction launchers are a bit different, due to CCP being bad at math.
Currently for Meta 0-4 guns:
Optimal range and damge go up by 5%/meta level, while cap use (if applicable) goes down by 5% per meta level
So a meta 4 has 20% more DPS, 20% more optimal, and only uses 80% the cap use.
Most faction guns follow this progression for cap use and damage - ie an 1.25x the damage of meta 0, 0.75x the cap use of meta 0. Optimal is the same*
Faction damage modifiers of 1.25 cannot compete with the spec skill that goes up to 1.1 which brings the T2 damage modifer up to 1.32x the meta 0 damage mod
1.25 < 1.32


Missiles on the other hand get ROF bonuses of 5%, which at high levels become very potent.
Meta 4 has 80% the cycle time of meta 0, as does T2.
However, as the cycle time reduction gets closer to 100, the effect of each % reduction gets greater.
So, while the weapon specs for T2 easily makes up for the 5% bonus to faction DPS, it wouldn't work for missiles as well.
0.8*0.9= 0.72 vs what one would think would be a 0.75x cycle time modifier for faction launchers... a much smaller difference than seen with the guns.
However, for reasons completely unknown to me, they made CN and Guristas launchers have a massive 30% cycle time reduction relative to meta 0, making them out DPS T2 launchers with spec V (assuming the same ammo is used).



CN launchers do a massive 42% more DPS than T1 meta 0, 14.3% more than meta 4
While the lasers, blasers, Fed/serpentis rails do only 25% more DPS than T1 meta 0 and 4.2% more DPS than meta4
Arty does 26.3% more DPS than meta 0, 5.2% more DPS than meta 4
Guristas/ CN rails do the same DPS as meta 4s..


Guristas/CN launchers need to be nerfed, while the other faction guns need a buff - in particular the blasters.



*Exceptions:
Optimal for Faction blasters, in which it gets worse, and CN rails, where the optimal is another 10% better, but damage is only meta 4 levels. Arty doesn't get an additional 5% to the damage modifier, but instead gets 5% better ROF (for 5.3% better DPS)
Stetson Eagle
Paird Technology
#27 - 2013-06-10 14:19:06 UTC  |  Edited by: Stetson Eagle
Tsukino Stareine wrote:
where have I made it personal? I've just been putting across objective points against it because I do not think it's a good idea


Pretty much this.
The idea is bad and op should feel bad. T1 < faction < specialized T2. That's the design line.
T2 ammo should be further specialized to fix it.
Paikis
Vapour Holdings
#28 - 2013-06-10 15:13:53 UTC
Stetson Eagle wrote:
Tsukino Stareine wrote:
where have I made it personal? I've just been putting across objective points against it because I do not think it's a good idea


Pretty much this.
The idea is bad and op should feel bad. T1 < faction < specialized T2. That's the design line.
T2 ammo should be further specialized to fix it.


You should probably get onto CCP to start nerfing every faction mod in the game that isn't a weapon then, because they're all better than T2.
Lunkwill Khashour
Ministry of War
Amarr Empire
#29 - 2013-06-10 15:58:37 UTC
Seeing as faction weapons are more expensive than T2, you wouldn't want to increase demand even more, do you?
Verity Sovereign
Sebiestor Tribe
Minmatar Republic
#30 - 2013-06-10 16:27:35 UTC
Demand is mainly for the tags needed, and those have demand mainly for the other items that can be obtained with them.

Demand for faction weapons is pretty darn low.
Bertrand Butler
Cras es Noster
#31 - 2013-06-10 16:34:55 UTC  |  Edited by: Bertrand Butler
It has been proposed before, and frankly I don't see anything wrong with it. Provided of course that you must train for the T2 ammo before using them.

Right now, faction turrets/launchers are mainly used as isk baubles.

Also, the more people using them (and this will happen with T2 ammo), the more delicious loot we will be able to get from fights.

Demand is not an issue, more demand = more supply in this case.
Frostys Virpio
State War Academy
Caldari State
#32 - 2013-06-10 16:59:52 UTC
Bertrand Butler wrote:

Demand is not an issue, more demand = more supply in this case.


Only if the tags gets grinded...
Barrogh Habalu
Imperial Shipment
Amarr Empire
#33 - 2013-06-10 17:05:30 UTC  |  Edited by: Barrogh Habalu
Ms. Stareine , please stop making Uni look bad. Are you even aware of the fact that T2 ammo require specialization skill as well as T2 guns and OP's proposal won't allow you to use T2 ammo if you can't use T2 guns?

OT: I support the notion that faction guns could use a look at them, applicability of T2 ammo is an option here. Definitely holds for officer guns - their rarity should at least be justified by their preformance.

Instead of "money vs time" formula that is obsoleted as character progresses you are getting pure "cost vs performance" which is always relevant. Claiming that T2 should stay specialized doesn't live up to reality since they aren't really specialized in the first place, but quite on the contrary.
Tsukino Stareine
Garoun Investment Bank
Gallente Federation
#34 - 2013-06-10 19:43:31 UTC  |  Edited by: Tsukino Stareine
Barrogh Habalu wrote:
Ms. Stareine , please stop making Uni look bad. Are you even aware of the fact that T2 ammo require specialization skill as well as T2 guns and OP's proposal won't allow you to use T2 ammo if you can't use T2 guns.

OT: I support the notion that faction gans could use a look at them, applicability of T2 ammo is an option here. Definitely holds for officer guns - their rarity should at least be justified by their preformance.

Instead of "money vs time" formula that is obsoleted as character progresses you are getting pure "cost vs performance" which is always relevant. Claiming that T2 should stay specialized doesn't live up to reality since they aren't really specialized in the first place, but quite on the contrary.


Mr Habalu,

I am well aware of what the OP is proposing and despite your attempts to "clarify" I still do not agree since I did not misunderstand in the first place.

You train tech 2 specialisations and you gain access to tech 2 modules which have advantages and disadvantages compared to faction/officer modules.

In this particular case we are talking about weapon systems. Faction weapons already offer many advantages such as the training time I already mentioned and also some other things people have pointed out:

fitting cost
cap use for turrets that use cap
optimal range in some cases
raw damage in the case of launchers

If you then add the capability to use tech 2 ammo just because you have trained for it, it turns this game into: whoever is richest AND has the most SP wins.

Tech 2 provides a gold standard in fitting and puts a performance ceiling on most hulls so it can standardise efficiency for ALL players to fight on roughly even terms.

You add tech 2 ammunition capability to faction/officer guns, they will become outright superior instead of now when they are situationally superior.

EVE is about choice, not an endgame. Go play some other theme park mmo if you really need to have the satisfaction of wearing the best gear possible. I did that once, it got boring very quickly.

Also I do not speak for the Uni and the Uni does not control what I say. All these morons making comments about my corp when they disagree with something I post better come up with something fresh to criticise because the "LOL EVE UNI KNOW UR POSTING???" crap is getting old.
Paikis
Vapour Holdings
#35 - 2013-06-10 19:53:23 UTC
Your argument against is moot. People pay many times more for a small increase in performance. Same story with skills, you train 80% of the benefit in 20% of the time it takes to get that final level. EVE is about diminishing returns, but you still get those returns... unless you're a gun.

Energized Adaptive Nano Membrane II
Skill required: Hull Upgrades V
Resistance Bonus: +20% (+25% w/ all Vs)

Imperial Navy Energized Adaptive Nano Membrane
Skill Required: Hull Upgrades III
Resistance Bonus: +22.5% (+28.125% w/ all Vs)

The faction module is both better (much better if you can maths) AND requires almost no training time. No matter how much time you spend training, the T2 module is NEVER better than the faction. Incidentally, the faction module is also easier to fit. This pattern is mirrored on every module in the game. Faction is better than T2... except when talking about guns.

Why not get rid of the exception?
Leper ofBacon
HELP GRANDMA SMASH HER LEGS IN
#36 - 2013-06-10 21:15:39 UTC  |  Edited by: Leper ofBacon
If they came down in price by a lot it might be useful to discuss relative merits. They are too expensive to be reasonably used and faction bs where you spend billions to gain very small % gains are not really worth discussing.

Saying that reduced training time as a choice is an advantage really is terrible. You're going to stick around at large weapons level 4 for the privilege of using guns that are x50-100 times more expensive to lose?
Verity Sovereign
Sebiestor Tribe
Minmatar Republic
#37 - 2013-06-10 21:17:02 UTC
Tsukino Stareine wrote:
Faction weapons already offer many advantages such as the training time I already mentioned and also some other things people have pointed out:

fitting cost
cap use for turrets that use cap
optimal range in some cases
raw damage in the case of launchers


Fitting cost - they use more PG than T1, the same PG as T2. CPU is rarely limiting in these cases, they are harder to fit than T1, and just as hard for all intents and purposes as T2

Cap use - can be significant, and the only reason I have faction tachs (that I rarely use, especially since the last change)

Optimal Range - only in the case of CN/DG rails, for all others except blasters, the optimal range is the same, and in blasters it is worse

Raw damage - for every weapon except CN/DG launchers, the raw damage is less.
CN/DG launchers need to be nerfed, the rest of the faction weapons need a buff
Tsukino Stareine
Garoun Investment Bank
Gallente Federation
#38 - 2013-06-10 21:36:45 UTC
Paikis wrote:
Your argument against is moot. People pay many times more for a small increase in performance. Same story with skills, you train 80% of the benefit in 20% of the time it takes to get that final level. EVE is about diminishing returns, but you still get those returns... unless you're a gun.

Energized Adaptive Nano Membrane II
Skill required: Hull Upgrades V
Resistance Bonus: +20% (+25% w/ all Vs)

Imperial Navy Energized Adaptive Nano Membrane
Skill Required: Hull Upgrades III
Resistance Bonus: +22.5% (+28.125% w/ all Vs)

The faction module is both better (much better if you can maths) AND requires almost no training time. No matter how much time you spend training, the T2 module is NEVER better than the faction. Incidentally, the faction module is also easier to fit. This pattern is mirrored on every module in the game. Faction is better than T2... except when talking about guns.

Why not get rid of the exception?


I see your point, but I would rather they nerf faction modules like the case you put there instead of seeing faction guns buffed to be able to use t2 ammo.
grrlet
Leper Outcast Unclean
#39 - 2013-06-10 21:54:29 UTC
# TROLL

To make it fair they should only allow the use of faction ammo in faction guns/launchers Shocked

# END TROLL
Barrogh Habalu
Imperial Shipment
Amarr Empire
#40 - 2013-06-11 08:02:58 UTC
Tsukino Stareine wrote:
I see your point, but I would rather they nerf faction modules like the case you put there instead of seeing faction guns buffed to be able to use t2 ammo.

Tbh some faction guns are pretty much equal (if not practically worse) to reasonably skilled T2 guns even before you look at their price, and sometimes even before you take T2 ammo into account. Nerf can very well will push them below meta4s.
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