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Sawp T2 ammo for railguns and Blasters

Author
Nikollai Tesla
Federal Defense Union
Gallente Federation
#1 - 2011-12-16 20:05:34 UTC
TLDR: Make Jav+Spike Blaster charges, and make Void+Null Railgun Charges

So i was looking at a way to fix blasters by fixing the ammo themselves instead of the guns. After looking at the stats for Tech 2 ammos, i came to the conclusion that the easiet fix would be switch the stats of Tech2 railgun ammo and Tech 2 blaster ammo.

Here are the stats bellow:

Used In |Ammo |Optimal| Falloff| Tracking|Damage
Railgun |Void |0.75 |0.5 |0.75 |14
Railgun |Null |1.25 |1.25 |1 |8
Blaster |Jav |0.25 |1 |1.25 |15
Blaster |Spike |1.8 |1 |0.25 |11
I hate this forum and its sucky formating

Currently Jav and Spike modify the optimal range to much for railguns. Making the range too extreme or too short. Tracking can't keep up as well with Jav optimals. Railguns allready have the longest optimals so spike is just overkill.


While Blasters need tracking at close range. If you are under your optimal you have no range dps reduction. But you will always have tracking reduction. If you track at least 315% your listed rate, to do 90% of the list DPS. At the close ranges Void operates the tracking penalty reduces DPS, so its not Necessary better than federation antimatter.

Null is the weakest long range ammo of the short range guns. it gives a 25% to both stats, instead of a 50% to one that people that is most important for that weapon. The By using Jav instead of Void, you get tracking you need for super close range, at the cost of optimal which are tiny anyway. While giving you the range you badly need with spike, over Null at the penalty of tracking.