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Autocannon buff

Author
TruExXx
Center for Advanced Studies
Gallente Federation
#1 - 2016-02-01 15:54:22 UTC
Right now in the current meta Pulse weapons are much stronger then autocannons for applying consistent dps at range. I feel like Autocannons should be balanced to be allowed to apply at the same or farther range, but of course will still have falloff which wont give them the same on paper flat DPS damage across the range they can shoot. Heres an example.


If a Navy Harbinger fit with Heavy Pulse lasers can shoot out to 40km with scorch loaded, and do flat dps on paper. Then shouldn't barrage on a Navy Hurricane hit at the edge of falloff out to at least 40km, or maybe 50km? It would make autocannons better in terms of constantly applying DPS, but pulse would be stronger in terms of as I said before applying flat on paper DPS.

Just something I have been thinking about a lot when I think about flying an autocannon boat and then I remember how weak it is so I'm forced to switch to artillery. Please bring autocannons back into the meta, but obviously without overpowering them.
Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#2 - 2016-02-01 16:26:37 UTC  |  Edited by: Scipio Artelius
Different weapons systems are better for their Alpha strike and others for their DPS. Some have good falloff, others have good optimal range. Some use capacitor, others don't.

In the end, each different weapons type has advantages and disadvantages depending on the situation; so the differences provide choice and add depth to the game.

In your comparison between pulse and projectile weapons:

Projectile: High alpha, short optimal, large falloff

Pulse: Low alpha, longer optimal, short falloff

Pulse weapons cycle relatively quickly so maintain DPS (and use capacitor), whereas projectile weapons cycle slower so don't maintain DPS (but use no capacitor, so can keep applying even under cap pressure).

So the projectile weapons will have a massive alpha strike to weaken an opponent quickly, whereas pulse weapons don't punch as hard through the tank, but maintain pressure on the tank more consistently.

Horses for courses.
Reaver Glitterstim
The Scope
Gallente Federation
#3 - 2016-02-01 16:55:50 UTC  |  Edited by: Reaver Glitterstim
They do have about the same range with short range ammo. It's mid to long range ammo where autocannons lose out. With tech 1 ammos, they gain almost no range--though there is a tracking bonus to offset this a bit. Tech 2 long range are very comparable between autocannons and pulse lasers: Barrage gives +40% falloff and Scorch gives +40% optimal, both have 22 base damage and reduce tracking by 25%. Autocannons get less range out of Barrage because they have a lower base range despite them being about equal to pulse lasers with short-range tech 1 ammo.

The tracking band-aid fix is a poor fix and it doesn't make autocannon ships use long-range ammos very much. There is use for mid-range Titanium Sabot with its 20% tracking bonus, but that is unbalanced with artillery, since artillery gains the same 20% tracking bonus but gains a lot more from the optimal bonus.

I think it is high time autocannon ammo was changed to affect falloff more strongly than it does. I say lets consider current short-range ammo ranges balanced, and build the other ammo types around that. Let's try to make tech 1 ammo types give an approximately equal boon to autocannons and artillery, rather than the current which gives artillery far more flexibility while streamlining the choices of autocannon ammo.




Buff autocannon base falloff by 45%, then we're going to have the tech 1 ammo affect falloff.

Tech 1 short range
-33% optimal
-33% falloff

This will change 425mm AC IIs from 1500+12900 to 2000+12470, about the same overall (14,400 vs 14,470).


Tech 1 mid range has no optimal, falloff, nor tracking bonuses or penalties.
This will change 425mm AC IIs from 3000+12900 (15,900) to 3000+18705 (21,705), a significant increase in falloff but a reduction in tracking.
Compare to Heavy PL IIs using Standard ammo: 15750+6250 (22,000). Pulse lasers and autocannons now have about the same optimal+falloff with mid-range ammo.


Tech 1 long range
+40% optimal
+40% falloff

This will change 425mm AC IIs from 4800+12900 (17,700) to 4200+26187 (30,387), a huge increase in falloff.
Compare to Heavy PL IIs using Radio ammo: 25200+6250 (31,450). Again, autocannons have about the same optimal+falloff as pulse lasers.


Without changing Barrage, we get a similar effect:
Autocannons with Barrage ammo: 3000+26187 (29,187)
Pulse Lasers with Scorch ammo: 22050+6250 (28,300)
We could even adjust Barrage a bit downward, since its affecting a larger chunk of falloff than Scorch is affecting in optimal:

Barrage
+35% falloff

Autocannons with Barrage ammo: 3000+25252 (28,252)
Pulse Lasers with Scorch ammo: 22050+6250 (28,300)








Of course what I would do is buff autocannon base falloff by only 20%, and thus nerf short range autocannons.

Footnote: artillery ranges won't be strongly affected by this change to tech 1 ammo, but their tracking will be nerfed.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Ncc 1709
Fusion Enterprises Ltd
Pandemic Horde
#4 - 2016-02-01 17:09:20 UTC
the answer is simple. remove all weapons and give everyone identical gun that does the exact same thing on every ship its fitted.


ac's if given the same range as pulse again would once again be op like they once were. there a capless, lower pg, variable damage type weapon, with great tracking.

the shorter range is their downside
TruExXx
Center for Advanced Studies
Gallente Federation
#5 - 2016-02-01 17:11:48 UTC  |  Edited by: TruExXx
Totally agree that buffing Barrage is with +35% falloff would be a good fix. The only issue I see is the Angel faction ships bonuses might need to be adjusted accordingly.
Reaver Glitterstim
The Scope
Gallente Federation
#6 - 2016-02-01 18:04:19 UTC  |  Edited by: Reaver Glitterstim
Ncc 1709 wrote:
ac's if given the same range as pulse again would once again be op like they once were. there a capless, lower pg, variable damage type weapon, with great tracking.

the shorter range is their downside

I agree, and I do believe that AC short range matching pulse laser range is overpowered. It's also stupid that changing ammo types does virtually nothing.


TruExXx wrote:
Totally agree that buffing Barrage is with +35% falloff would be a good fix. The only issue I see is the Angel faction ships bonuses might need to be adjusted accordingly.

That was a nerf. Barrage has 40% falloff. It comes with a buff to autocannon base falloff, and the net result is a buff, but far smaller.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Daichi Yamato
Jabbersnarks and Wonderglass
#7 - 2016-02-02 02:59:08 UTC
And there was a guy in another thread that said the punishers bonus was completely useless because he could just fit auto cannons...

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Stitch Kaneland
The Tuskers
The Tuskers Co.
#8 - 2016-02-02 14:29:51 UTC
Ncc 1709 wrote:
the answer is simple. remove all weapons and give everyone identical gun that does the exact same thing on every ship its fitted.


ac's if given the same range as pulse again would once again be op like they once were. there a capless, lower pg, variable damage type weapon, with great tracking.

the shorter range is their downside


I spotted the person who doesnt use medium autocannons (at least not for kiting).

1. Medium Autocannons were OP back in the day for a multitude of reasons, range was actually not the issue so much as it was the hulls they were on. They were faster than pretty much everything else in the game. Vagabond/cynabal and 425 cane could all project well and were considerably faster than most other ships in their class or in general. Plus, in the case of the cane, it had 2 medium neuts to back it up when things got close. Then weapon rebalances happened. Blasters/lasers got a hefty rebalance, along with long range weapons. Rapid lights grew in popularity and were eventually rebalanced into their current form. Making them ideal as anti-support (a role the autocannons used to play). Adding on to this was the TE nerf which mainly only minmatar use because their ships are designed around TE. So acs took another hit.

Not to mention ships have been rebalanced and new ones added. The vaga and cyna are not the fastest ships in the game anymore. Please remember this isnt 2012 anymore and things change.


2. Please dont say autocannnons have variable damage when kiting. They dont. If you want to apply more than a frigates worth of dps at 24km+, you use barrage which locks you into explosive. Using any other ammo type will force you in closer just to apply 300dps if youre lucky. Then youre liable to be scrammed.. and this isnt a stabber, this is a vaga im talking about. Let me be clear, for anti support kiting, a caracal can do 90% of what a vagabond can as anti support and for a hell of a lot cheaper.

3. "Short range" isnt the issue, they actually have ok range, but youre operating completely in falloff. Its the application that sucks because its not consistent. Want acs to operate in falloff? Fine, but give them more falloff. The dps curve when using them at range is pathetic. Bumping base falloff up 20-30% would help and shift the dps peak in the 25-30km range, instead of 15-20km.
Serendipity Lost
Repo Industries
#9 - 2016-02-02 16:29:18 UTC
Lasers were the cat's meow back in the beginning. They were way OP. A laser raven was better than a non laser raven. Lasers got nerfed. Balance was achieved.... well not balance, but all the anti laser whinery went away and life was comparatively good. Between then and now the various weapons systems have all had their day in the sun.

The only constant within the 'best' weapon systems discussion is that the whining has been constant. Lasers this, artillery that, and so on. Making one better just tunes the pitch of the whine to another weapon system. (Jeez lost, where are you going with this???)

Buffing autocannons because lasers are in a good spot isn't the answer. Stay with me here. If the answer to one weapon system being in a good spot is to buff one that isn't, then the final outcome will be that weapon systems will continually creep (one against the others) toward 'better' with the end result being a total collection of OP weapons that alpha everything off the field (let's incrementally buff hulls to compensate Lol)

I would say that if lasers are in a really good spot, dial them back just a small wee bit, or better yet, dial back the 2 or 3 ships they really shine in just a wee bit. If CCP needs to tweak, then move something down a little, don't just keep nudging things up.
Stitch Kaneland
The Tuskers
The Tuskers Co.
#10 - 2016-02-02 16:59:19 UTC
Serendipity Lost wrote:
Lasers were the cat's meow back in the beginning. They were way OP. A laser raven was better than a non laser raven. Lasers got nerfed. Balance was achieved.... well not balance, but all the anti laser whinery went away and life was comparatively good. Between then and now the various weapons systems have all had their day in the sun.

The only constant within the 'best' weapon systems discussion is that the whining has been constant. Lasers this, artillery that, and so on. Making one better just tunes the pitch of the whine to another weapon system. (Jeez lost, where are you going with this???)

Buffing autocannons because lasers are in a good spot isn't the answer. Stay with me here. If the answer to one weapon system being in a good spot is to buff one that isn't, then the final outcome will be that weapon systems will continually creep (one against the others) toward 'better' with the end result being a total collection of OP weapons that alpha everything off the field (let's incrementally buff hulls to compensate Lol)

I would say that if lasers are in a really good spot, dial them back just a small wee bit, or better yet, dial back the 2 or 3 ships they really shine in just a wee bit. If CCP needs to tweak, then move something down a little, don't just keep nudging things up.


We dont need to buff all autocannons, mainly mediums. Small/large are in a good spot. I generally agree with what you say, power creep and such. However autocannons really lack application at range. Its not the fact autocannons are "weak" in regards to dps. Its the fact their "role" for kiting (anti-support) has been replaced by other weapon systems that either do i better or cheaper.

The stabber and vagabond are both outclassed by ships in their class or under. A nomen can consistently apply its dps at 40km and is just as fast as a vagabond. A caracal applies more dps to smaller ships and can kill them without trouble whereas the vaga or stabber need to get around 20km to apply their damage consistently. Being that close in a kiter is not a good idea. This doesnt even touch on RLML scyfi, nosprey, orthrus, cerb etc. All these ships can apply damage far easier than a vaga and still retain speed and do it cheaper or same cost as a vagabond.

Why buy/fit a 250m vagabond with 3 range mods, when it can barely push 300dps past 25km? But i can buy a caracal for 30m and apply the same dps at 50km? Or buy a nomen for 100m and get much better application?

So if we go your route and only buff the ships, how would you fix the vaga and stabber to project decently?
Wolfgang Jannesen
Scrapyard Artificer's
#11 - 2016-02-02 17:13:55 UTC
Autocannons provide consistent damage over an engagement range no other short-range large turret can produce. Bonuses to faloff might help but even 650mm's can hit reliably out to 47km for me.

If they're going to be buffed, I would like to see more tracking speed than anything. Falloff might help but i dont think range is a problem for autocannons compared to blasters or pulse lasers, and compared to artillery your applied damage is just more consistent. Givibg you a better chance against the actual problem: hitting an npc whos only 1900m away from you
Serendipity Lost
Repo Industries
#12 - 2016-02-02 18:54:47 UTC
Stitch Kaneland wrote:
Serendipity Lost wrote:
Lasers were the cat's meow back in the beginning. They were way OP. A laser raven was better than a non laser raven. Lasers got nerfed. Balance was achieved.... well not balance, but all the anti laser whinery went away and life was comparatively good. Between then and now the various weapons systems have all had their day in the sun.

The only constant within the 'best' weapon systems discussion is that the whining has been constant. Lasers this, artillery that, and so on. Making one better just tunes the pitch of the whine to another weapon system. (Jeez lost, where are you going with this???)

Buffing autocannons because lasers are in a good spot isn't the answer. Stay with me here. If the answer to one weapon system being in a good spot is to buff one that isn't, then the final outcome will be that weapon systems will continually creep (one against the others) toward 'better' with the end result being a total collection of OP weapons that alpha everything off the field (let's incrementally buff hulls to compensate Lol)

I would say that if lasers are in a really good spot, dial them back just a small wee bit, or better yet, dial back the 2 or 3 ships they really shine in just a wee bit. If CCP needs to tweak, then move something down a little, don't just keep nudging things up.


We dont need to buff all autocannons, mainly mediums. Small/large are in a good spot. I generally agree with what you say, power creep and such. However autocannons really lack application at range. Its not the fact autocannons are "weak" in regards to dps. Its the fact their "role" for kiting (anti-support) has been replaced by other weapon systems that either do i better or cheaper.

The stabber and vagabond are both outclassed by ships in their class or under. A nomen can consistently apply its dps at 40km and is just as fast as a vagabond. A caracal applies more dps to smaller ships and can kill them without trouble whereas the vaga or stabber need to get around 20km to apply their damage consistently. Being that close in a kiter is not a good idea. This doesnt even touch on RLML scyfi, nosprey, orthrus, cerb etc. All these ships can apply damage far easier than a vaga and still retain speed and do it cheaper or same cost as a vagabond.

Why buy/fit a 250m vagabond with 3 range mods, when it can barely push 300dps past 25km? But i can buy a caracal for 30m and apply the same dps at 50km? Or buy a nomen for 100m and get much better application?

So if we go your route and only buff the ships, how would you fix the vaga and stabber to project decently?



Dude I've been primarily pvping in sleipnirs for over a year. Medium auto cannons work really really well. You're problem is you're comparing HM and RLML damage application to auto cannon damage application. Auto cannons are short range brawling weapons. Auto cannons aren't kiting anti-support. You wanna hit at 40km use arty. You wanna brawl w/ good tracking use auto cannons. All the stuff you said out perform it at range are RLML boats - I say 'of course'.

I think the vaga is fast so you can close in and wonk stuff and then burn away. No auto cannon platform will ever be able to orbit at 40km and break things. That's not what auto cannons are supposed to do.

There is no 'fix' to make the vaga and stabber project decently. For the love of all that's fun and exciting will you risk averse ninnies STOP trying to turn every ship in eve into some P*ssified kiting ship. Man the **** up and get in scram range if you want to use auto cannons. Hit show info on the weapon, note what the OPTIMAL range is and do your best to comply with the manufacturers recommendations.

Do you put bacon in your toaster and get all pissy when it doesn't turn out right?

TL/DR This everything must kite crap is getting out of hand.
Celthric Kanerian
Viziam
Amarr Empire
#13 - 2016-02-02 19:12:54 UTC
Seriously, I think everyone who reads forum on a regular basis have seen this topic come up more than a few times, therefore I believe it is on CCP's agenda.
Stitch Kaneland
The Tuskers
The Tuskers Co.
#14 - 2016-02-02 19:31:21 UTC
Serendipity Lost wrote:



Dude I've been primarily pvping in sleipnirs for over a year. Medium auto cannons work really really well. You're problem is you're comparing HM and RLML damage application to auto cannon damage application. Auto cannons are short range brawling weapons. Auto cannons aren't kiting anti-support. You wanna hit at 40km use arty. You wanna brawl w/ good tracking use auto cannons. All the stuff you said out perform it at range are RLML boats - I say 'of course'.

I think the vaga is fast so you can close in and wonk stuff and then burn away. No auto cannon platform will ever be able to orbit at 40km and break things. That's not what auto cannons are supposed to do.

There is no 'fix' to make the vaga and stabber project decently. For the love of all that's fun and exciting will you risk averse ninnies STOP trying to turn every ship in eve into some P*ssified kiting ship. Man the **** up and get in scram range if you want to use auto cannons. Hit show info on the weapon, note what the OPTIMAL range is and do your best to comply with the manufacturers recommendations.

Do you put bacon in your toaster and get all pissy when it doesn't turn out right?

TL/DR This everything must kite crap is getting out of hand.


Cool story about the sleip. Thing about the sleip is it has a 100% damage bonus to projectiles and a 50% falloff bonus. Something every other minmatar ship does not have. It also has 5 mids, meaning you can brawl far easier since you can fit 2 XLASBs plus scram/web. Of f---ing course autocannons will work well on that ship. Any moron can fly a sleip and get kills with it. It is the best projectile platform in the game.

Autocannons are not short range. Blasters are short range. Autocannons are medium range. Which means dps is meant to be in the 20-30km range. Its not, its in the 15-20km range. Bumping applied damage up to 20-30km wont take much but alittle more base falloff.

I guess you werent around or forgot when vagas and cynabal were kiting everywhere. Thats what the ships were designed around. Otherwise why have the falloff bonus. If as you "think", the vaga is fast to be heavy tackle, what purpose would a falloff bonus provide. Wouldnt a... oh i dont know, tracking bonus be much more suited for a brawling ship? Especially for something like a vaga that cant normally fit a web since it has 4 mids to work with (2 for tank/utility duties).

If you read before sperging about kiters and otherwise crying about the bad kiters touching your no no parts. I said to shift the dps curve from 15-20km, to 25-30km. NOWHERE did i mention acs project full damage to 40km. Stop trying to put words in my mouth.

Also, i rarely kite (except arty cane) and much prefer to brawl. I often fly BC/BS and command ships because theyre funner. The vaga is a pisspoor brawler and i can show you a deimos that will walk all over any vaga fit cheaper. Its not cost effective to make a vaga a brawler. Unless you want to **** money away for the "lulz" and to be a special snowflake because you can brawl in a vaga.

Also i heard about this new thing about HICs having 40km scrams. Might want to jump on those with the amount of salt flowing about kiters.
Nana Skalski
Taisaanat Kotei
EDENCOM DEFENSIVE INITIATIVE
#15 - 2016-02-02 19:41:59 UTC
Cristl
#16 - 2016-02-03 06:09:58 UTC
Nana Skalski wrote:
I think its ammunition, not the gun that needs rebalancing.

We definitely need a reason to try other ammo types. But all balancing should be done bearing ammo, guns and hull bonuses in mind. I'd say ACs should hit further but cost more grid to fit (mostly talking mediums) meanwhile arties should be easier to fit. That would help balance ship hulls and how much grid they are allocated at the same time.
Nevyn Auscent
Broke Sauce
#17 - 2016-02-03 06:19:59 UTC
Regardless of if AC's need a buff, they do need ammo affecting falloff.
It wouldn't actually be a bad thing to see all ammo & all ship bonuses for guns affecting both optimal & fall off, not just on AC's but on all turrets.
AC's especially it makes a difference in range and means you don't always use max damage or barrage ammo as your only real options (tracking ammo once in a blue moon when it's close enough to make a difference).
But it would help unify things if all ammo's got it.
Harvey James
The Sengoku Legacy
#18 - 2016-02-03 17:21:56 UTC
Nana Skalski wrote:
I think its ammunition, not the gun that needs rebalancing.


its definitely the ammo thats the issue on all guns really, reducing scorch/barrage to 40% didn't really change anything,
i think smaller bonuses are better maybe 25%-30% cap on buffs or nerfs too any stat. then all the inbetween ammo could maybe have multiple bonuses too give better choices

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Serendipity Lost
Repo Industries
#19 - 2016-02-04 14:42:41 UTC
Nevyn Auscent wrote:
Regardless of if AC's need a buff, they do need ammo affecting falloff.
It wouldn't actually be a bad thing to see all ammo & all ship bonuses for guns affecting both optimal & fall off, not just on AC's but on all turrets.
AC's especially it makes a difference in range and means you don't always use max damage or barrage ammo as your only real options (tracking ammo once in a blue moon when it's close enough to make a difference).
But it would help unify things if all ammo's got it.



That's what I don't get. Why do you want all the ships to have the same damage application at 30km? That doesn't balance the game - it makes it boring.

I think this comes down to "I want to be able to kite at 30km (outside of point range) with auto cannons and do the same damage as RLML do at 30km. That premise is (my opinion) horrible. If that's what you want, just request CCP to get rid of all weapon systems except for 2. You can fit short rang or long range and all will be equal.

There are 4 unique weapons systems that perform in different ways. There is a generic short and a generic long version of all 4 weapon systems. The addition of Rapid Launchers added an additional wrinkle to the missile platforms. I think the game is growing into them. (Orthrus was crazy w/ RLML and so on, and things are being brought into line incrementally)

This thread is saying auto cannons and/or their ammo aren't working correctly, but what I think the real issue is that auto cannons aren't working in the manner that some folks want them to. I see them this way. They do less damage point blank than blasters. They can't swap optimals like lasers. They are in the middle. They do good short range damage and their selling points are variable damage type (by ammo sellecion) and the perform better in fall off than blasters.

If you want the best point blank damage - go blasters.
If you want to be able to swap optimals quickly on the fly - go pulse lasers
If you want RLML performance - go RLML
If you want to do good short range damage w/ good fall off and be able to swap damage types - go auto cannons.

News flash - you can train into anything you want. Figure out what you want and train for it.

If what you really really want is for all weapons systems to be identical - go meditate on what that would really mean.
KitCat 01
Based And Redpilled.
#20 - 2016-02-05 03:30:14 UTC
I don't think anybody wants every weapon system to be the same.
however I think that medium ACs are pretty hard to justify on most ships.
If you decide to use autocannons on your ship you will need to have a plan to use your damage type selection and rather good tracking and small signature that most minmtar ships have.

As it is today, it is fairly easy to do it in 1vs1 situations.
for example, in a stabber fleet you can "fairly easily" get under an omen navy or augoror navy's guns even though those ships definitely have the weapons to fight back. And then you can choose your damage type to best fit your enemy's resist profile.
Unfortunately for minmatar pilots, in fleets those arguments are useless. Nobody will care if you can mitigate one or two guys dps while the rest of the enemy fleet shoots you down.

In fleets a good ship can manage to kite like the zealoth or the cerberus, or they can brawl like a sacrilege or a brutix.

in this overly simplified metagame we are playing the auttocanons are in between these two doctrines.
They CAN'T KITE. It is absolutely clear, they can't. Even with barage your damage is just terrible when you are 20kms away.
They are WEAK AT BRAWLING. With medium ACs your average dps will be around 450 in optimal, far lower than the usual 500-600dps that blasters can offer

HOWEVER ACs are a pretty convenient weapon to use.
- They don't use CAP
- They have a pretty permissive range (unlike blasters)
- They have a sweet damage type selection with EMP, Fusion and Phased Plasma

I think any modification on these guns must go towards an even more convenient weapon type.
You don't need to be at point blank range to apply your damage, and you need to be able to do it pretty well on both armor and shield tanked ships

My proposition:

Triple all autocannons optimal range
When combined with the -50% optimal of EMP/Fusion/Phased Plasma, you get these range:
425mm Rupture 1.5+12.9km -> 4.5+12.9km
425mm Muninn 2.25+12.9km-> 6.25+12.9km
425mm Hurricane Fleet issue 1.88+16.1km -> 5.64+16.1km
200mm Firetail 0.75+6.19km -> 2.25+6.19km
800mm tempest 3+24.8km -> 9+24.8km

If you apply this modification to the ammunition, you will get overpowered artilleries and you don't want to buff artileries range.
even if I think artilleries need a little bit of love, if you simply remove the range penalty of T1 ammo med arties will have a far too good range and you will see hurricanes shooting down inties at 50 km range with no difficulty.

I think by simply giving autocanons some more optimal range, people will try to play them more intelligently.
Battleships will do their full dps at scram range and frigates will finally have the weapons to fairly fight blasters.
For Cruisers and Battlecruisers it will not bring back the kitting vagabond but it will help in brawling fleets compared to blasters.
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