These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

Faction/Officer Guns and T2 Ammo.

Author
Paikis
Vapour Holdings
#1 - 2014-10-14 03:06:58 UTC
Currently, the only uses for faction and officer guns are when you can't fit T2, or you're making a loot-pinata. I'd like to propose linking the T2 ammo to the specialisation skill, and then allowing the ammo itself to be used in faction guns *IF* you have the specialisation skill for that ammo type.

So with Medium AutoCannon IV, you can use the faction guns, but not T2 ammo (or guns).
With Medium AutoCannon V and Medium AutoCannon Specialisation I, you can use T2 guns with T2 ammo now, *OR* you can continue to use your faction/officer guns, but you can now put T2 ammo into them in order to make them better (but more expensive) than the T2 guns.

Thoughts?
Alvatore DiMarco
Capricious Endeavours Ltd
#2 - 2014-10-14 03:18:59 UTC
This topic came up once before, but it was a long time ago so I'll re-iterate my feelings on the matter here.

I would totally be on board with rebalancing Officer guns to allow T2 ammunition and to have higher damage output than regular T2 guns. I think this is a totally good idea that should absolutely be done.

They're rare and ridiculously expensive and have no actual use outside of loot pinatas, as stated, and such a rebalance would give them an actual purpose for existing.

HOWEVER

The skill requirements should be changed. In order to online them (because now anyone can fit anything) you should be required to have the both the T2 turret skill and the relevant supporting skills at V. Note that this only applies to Officer guns. Faction and Storyline guns I would leave alone - unless Fozzie decides to obliterate some more storyline modules in the name of Tiericide, in which case it just becomes Faction guns.
Lugh Crow-Slave
#3 - 2014-10-14 05:10:38 UTC
Alvatore DiMarco wrote:
This topic came up once before, but it was a long time ago so I'll re-iterate my feelings on the matter here.

I would totally be on board with rebalancing Officer guns to allow T2 ammunition and to have higher damage output than regular T2 guns. I think this is a totally good idea that should absolutely be done.

They're rare and ridiculously expensive and have no actual use outside of loot pinatas, as stated, and such a rebalance would give them an actual purpose for existing.

HOWEVER

The skill requirements should be changed. In order to online them (because now anyone can fit anything) you should be required to have the both the T2 turret skill and the relevant supporting skills at V. Note that this only applies to Officer guns. Faction and Storyline guns I would leave alone - unless Fozzie decides to obliterate some more storyline modules in the name of Tiericide, in which case it just becomes Faction guns.


basically this but i just want to reiterate that yes for officer no for faction
Anthar Thebess
#4 - 2014-10-14 06:45:52 UTC
I vote for yes.
Faction / officer guns and T2 ammo.
Those are niche weapons - will they be OP?

Probably Yes, but fit those on all ships in bloob fleet.
Something not quite so possible.

But when you finally kill this pesky pirate hunting you for last week , you get rly nice stuff.

Unskilled people using T2 Ammo?
No.
Just make loading ammo to those guns check for proper skills.

This will bring some value to those weapons again.
Paikis
Vapour Holdings
#5 - 2014-10-14 07:35:20 UTC
Anthar Thebess wrote:
Unskilled people using T2 Ammo?
No.
Just make loading ammo to those guns check for proper skills.

This will bring some value to those weapons again.


I mentioned this in the original post. If you can't use T2 ammo now (i.e T2 guns) then you wont be able to put the T2 ammo into the faction guns.
Steppa Musana
Doomheim
#6 - 2014-10-14 07:42:52 UTC  |  Edited by: Steppa Musana
Why not just buff the RoF and damage application? Same result, without the need to alter skill requirements.

Hey guys.

King Fu Hostile
Mea Culpa.
Shadow Cartel
#7 - 2014-10-14 07:44:01 UTC
I think it might be cool to get compound bonus from fitting the correct faction guns on faction ships, like "full set" bonuses in other games.

Mr Mac
Dark Goliath
#8 - 2014-10-14 10:38:04 UTC
Faction weapons have less cpu/pg than t2 and allow to use t2 ammo? I dont think it will happen. Disbalance, i say
Anthar Thebess
#9 - 2014-10-14 10:51:03 UTC
Mr Mac wrote:
Faction weapons have less cpu/pg than t2 and allow to use t2 ammo? I dont think it will happen. Disbalance, i say

No , because cost of Faction guns are usually few times ( or few dozen ) times bigger than T2 guns.
In many cases there are no easy to get large number of faction weapons.

So yes, for small gangs, single pvp players this will be some boost, but in the end it will not have so big impact on the PVP as supply and price will be the limiting factor.

Mr Mac
Dark Goliath
#10 - 2014-10-14 11:03:40 UTC
Anthar Thebess wrote:
Mr Mac wrote:
Faction weapons have less cpu/pg than t2 and allow to use t2 ammo? I dont think it will happen. Disbalance, i say

No , because cost of Faction guns are usually few times ( or few dozen ) times bigger than T2 guns.
In many cases there are no easy to get large number of faction weapons.

So yes, for small gangs, single pvp players this will be some boost, but in the end it will not have so big impact on the PVP as supply and price will be the limiting factor.


ISK isnt issue. Ppl training Weapon Upgrade and Advanced Weapon Upgrade to max to fill full hardpoints with t2 weapons. Can fill faction weapons without those skills. See difference with SP and training time. Faction weapon with t2 ammo in use before t2 weapon.
Lugh Crow-Slave
#11 - 2014-10-14 11:09:41 UTC
King Fu Hostile wrote:
I think it might be cool to get compound bonus from fitting the correct faction guns on faction ships, like "full set" bonuses in other games.


Why try and force a fitting just because it matches?
King Fu Hostile
Mea Culpa.
Shadow Cartel
#12 - 2014-10-14 11:20:43 UTC
Forcing?

Instead of fitting Heavy Neutron Blaster IIs on your Navy Exeq, you could fit Federation Navy Heavy Neutron Blasters, and get, say, 50% reduction in heat damage as "set bonus". Or even something like 25% reduction in reload time. It doesn't have to be just straight up damage bonus, variations are interesting and create flavour in the game.

You still couldn't use T2 ammo, which is desirable in many occasions, but currently there's exactly nothing desirable in faction guns.



Ix Method
Doomheim
#13 - 2014-10-14 11:23:57 UTC  |  Edited by: Ix Method
Lugh Crow-Slave wrote:
basically this but i just want to reiterate that yes for officer no for faction

This pretty much.

The solution to faction weapons is fixing LP stores, not effectively obsoleting T2.

Travelling at the speed of love.

Trin Javidan
Caymen Labs
#14 - 2014-10-14 11:41:55 UTC
Yes to the use of t2 ammo for offcier guns!
Hail to my 2000dps cormack sin!
Tappits
Sniggerdly
Pandemic Legion
#15 - 2014-10-14 12:52:25 UTC  |  Edited by: Tappits
Steppa Musana wrote:
Why not just buff the RoF and damage application? Same result, without the need to alter skill requirements.


Scorch Scorch Scorch Scorch Scorch Scorch v v v v v v v v v v v v v in Navy and officer guns thanks.......

It would make for some interesting fits if navy guns were made useful with T2 ammos.