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Faction, deadspace, officer weapons - T2 if appropriate skills!

Author
Aurel Svenson
Cyclone Solutions
#1 - 2012-04-11 13:17:19 UTC
So, faction, deadspace and officer weapons are widely derided as they cannot use T2 ammo.

Well, why not allow characters with skills for T2 use T2 ammo in those guns, while leaving remaining characters using T1 or faction ammo? That way they're useful for everyone.
Simi Kusoni
HelloKittyFanclub
#2 - 2012-04-11 13:48:47 UTC
Aurel Svenson wrote:
So, faction, deadspace and officer weapons are widely derided as they cannot use T2 ammo.

Well, why not allow characters with skills for T2 use T2 ammo in those guns, while leaving remaining characters using T1 or faction ammo? That way they're useful for everyone.

No, faction are mocked because they're worse than T2 and officer are mocked because... Well, yeah, officer guns. Either way, t2 ammo goes with t2 guns. Makes sense, I see no real need to change it.

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

Verity Sovereign
Sebiestor Tribe
Minmatar Republic
#3 - 2012-04-11 13:58:52 UTC
I see no reason that it would be bad.
Just as you can't load FOF or defender missiles into launchers without the appropriate skill, they could make faction guns able to load T2 crystals, if the pilot has the appropriate T2 spec skills.

Also, it would be easy enough to have the spec skills apply to faction guns too - this would appeal more to the high SP pilots than just a bump to the faction damage multipliers (to be 8% better instead of about 4% better, ie as if spec IV applied to it).

Why can we "bling" (almost) everything else better than T2, except the guns?

Right now the only things where T2 is not the best, do not have faction/deadspace/officer variants (Gallente Navy Damage control Please! : ), except the guns.

Also, all faction guns are the same, perhaps we can split the pirate and navy faction guns.
Pirate faction guns need T2 skills, use T2 ammo, and get T2 spec bonuses...
Hows about that (if this idea starts to catch on, I'm going to need to switch my imperial/ammatar navy Mega pulse/Tachyons for sansha and DB guns, as I nearly have large T2 skills now)
MushroomMushroom
State War Academy
Caldari State
#4 - 2012-04-11 17:02:33 UTC
Faction weapons have way better fitting, and in some cases are actually better then T2 when both are using faction ammo, especially if you don't have the specialization skill trained that high.

In exchange for better fitting, lower skill requirements, and nearly as good damage (some times better), you loose the ability to use t2 ammo and the benefit of the specialization skill, seems fair to me.
Robert Caldera
Caldera Trading and Investment
#5 - 2012-04-11 17:18:54 UTC
faction guns are not T2 guns, so no T2 munition for them.
Dont see any reason why T1 guns should fire T2 munition.
Its not CCP who makes them that horrible expensive, its players.
They will have reasons to btw, so those guns arent that bad very obviously even without T2 munition.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#6 - 2012-04-11 18:53:32 UTC
Aurel Svenson wrote:
So, faction, deadspace and officer weapons are widely derided as they cannot use T2 ammo.

Well, why not allow characters with skills for T2 use T2 ammo in those guns, while leaving remaining characters using T1 or faction ammo? That way they're useful for everyone.


Its more than just the t2 ammo.....

1.) Weapon specialization skills only apply to t2 weapons... So, while the pre-skill base damage modifier of faction, deadspace, and officer weapons is often higher than the that of t2, the post skill damage bonus for T2 exceeds that of most modules (officers are still higher).

2.) T2 close range ammo, with its associated penalties, historically hasn't been superior enough from the Faction ammo to warrant any significant complaints. The major bonus t2 ammo gives ships is a range bonus.... T2 ammo just projects more damage farther..

I think, rather than trying to fit t2 ammo into faction & officer weapons, a more interesting solution would be to tweak the officer and faction weapon attributes to make them more focused....

For example, for 425mm Railguns:
T2 Guns give a 20% damage boost and the versatility of T2 Ammo:
Spike: +80% Optimal, -75% tracking,+x% damage
Javelin: +25% tracking, -75% optimal, +x% damage...

Build some of this into the attributes of the faction/officer guns:
Serpentis, already has a 25% damage bonus, add 20% base tracking, but 40% less optimal...
Dread, already has a 20% damage bonus, add 60% more base optimal range, but 20% less tracking...

For Officer variations, significantly reduce the penalties from the faction variants.

These numbers are for example only, and obviously need some serious review....

The general idea is, don't make them super t2 versions, but make them specialized versions without the t2 versatility...
Verity Sovereign
Sebiestor Tribe
Minmatar Republic
#7 - 2012-04-12 08:26:32 UTC  |  Edited by: Verity Sovereign
I haven't found faction guns any easier to fit.
At least with the lasers, they both use the same PG, the faction uses less CPU, but that hasn't been the limiting factor for me anyway on my Turret-BS hulls.

In many cases, faction guns are worse in more than 1 area than meta 4 guns - they are only consistently better than meta 4 in terms of damage multipliers, and cap use (if the guns use cap at all)
Robert Caldera
Caldera Trading and Investment
#8 - 2012-04-12 10:13:43 UTC
then skill for T2. Thats the way to go.
Verity Sovereign
Sebiestor Tribe
Minmatar Republic
#9 - 2012-04-12 10:53:03 UTC  |  Edited by: Verity Sovereign
Thats what I'm doing, I've got large energy turret to lvl 5, and motion prediction to lvl 5, and have been using 4x faction pulse on my nightmare in the meantime (I've got rapid firing to lvl 5 and surgical strike to lvl 4 as well, just as an interim DPS increase).

Already got small pulse spec to lvl 4, a week left on Medium energy 5, about 2 weeks total until I have large T2 lasers (Then I suppose its time to start on projectiles, for my backup Mach, but with the incoming incursion nerfs, perhaps I should go for the projectiles ASAP, since the mach is way more useful outside of incursions, and about equally so inside of them).


I'm a bit worried about what it will do to my cap, and it would be nice if these skills enhanced what I already have, rather than obsoleting them.

I don't see why T2 ammo can't be shot out of any gun if one has the skill. The T2 gun stats (particularly for projectile turrets where cap isn't an issue) are just better if you can fit them, they would still be used.

Only with lasers and hybrids might people opt for faction or meta4, due to cap concerns (lower DPS, but more DPS per cap use)
Spugg Galdon
Federal Navy Academy
Gallente Federation
#10 - 2012-04-12 11:15:58 UTC
Faction weapons are a joke. I've brought up this subject before in the past myself. They need to be reworked.

Storyline modules on the whole are all out of wack too. Weapons and everything else. I've always thought that storyline modules should have a double purpose. For example; a storyline ECCM would also be a scan resolution sensor booster too. A storyline tracking computer a targeting range sensor booster. An armour plate could offer some (limited) resistances etc etc.
Robert Caldera
Caldera Trading and Investment
#11 - 2012-04-12 12:21:30 UTC
faction weapons shouldnt be better than T2, just look at the skill requirements. It wouldnt make any sense.
Verity Sovereign
Sebiestor Tribe
Minmatar Republic
#12 - 2012-04-12 13:03:33 UTC
then look at the title "If appropriate skills!"

If I have the skills to use T2 ammo, which gun should be better, the 1 million isk gun, or the 100 million isk gun?

Have the faction weapons be worse than before the toon can use T2 ammo, and better once the toon has the T2 spec skills.
Robert Caldera
Caldera Trading and Investment
#13 - 2012-04-12 15:27:09 UTC
Verity Sovereign wrote:
then look at the title "If appropriate skills!"

If I have the skills to use T2 ammo, which gun should be better, the 1 million isk gun, or the 100 million isk gun?

Have the faction weapons be worse than before the toon can use T2 ammo, and better once the toon has the T2 spec skills.


100 mil arent because CCP said it so.
Its because people paying that money for a worse than meta 4 gun as you say - or you are simply wrong.
Verity Sovereign
Sebiestor Tribe
Minmatar Republic
#14 - 2012-04-13 10:30:19 UTC
The cost is mainly due to tags.

People aren't going to sell something they used 90 million worth of tags to get for less than 90 mill.

People do pay for them... but not that often. If you look at the volume of guns sold, its pretty small.
I see the large guns used on incursion boats (because incursion boats are often full shiny).

I've never seen small or medium faction guns used at all (less incentive to get max DPS, as such weapons aren't used in high income activities, and it takes less time to skill for small and medium T2).

Who the heck would buy a faction light neutron blaster when you can have a T2 one in a week?
The faction blaster has less optimal than a meta 4 light neutron (sam goes for ion and electron), and it can't use null.

As far as I can tell, nobody buys them, except for lulz (like Fed navy guns on a fed navy comet with fed navy modules) or basically as jewlery for their ship.
Robert Caldera
Caldera Trading and Investment
#15 - 2012-04-13 10:39:08 UTC
maybe CCP could make them slightly better (higher damage modifier) but I think giving T2 munition for T1 guns is still wrong.
Kusum Fawn
Perkone
Caldari State
#16 - 2012-04-13 10:51:35 UTC
Verity Sovereign wrote:
The cost is mainly due to tags.

People aren't going to sell something they used 90 million worth of tags to get for less than 90 mill.

People do pay for them... but not that often. If you look at the volume of guns sold, its pretty small.
I see the large guns used on incursion boats (because incursion boats are often full shiny).

I've never seen small or medium faction guns used at all (less incentive to get max DPS, as such weapons aren't used in high income activities, and it takes less time to skill for small and medium T2).

Who the heck would buy a faction light neutron blaster when you can have a T2 one in a week?
The faction blaster has less optimal than a meta 4 light neutron (sam goes for ion and electron), and it can't use null.

As far as I can tell, nobody buys them, except for lulz (like Fed navy guns on a fed navy comet with fed navy modules) or basically as jewlery for their ship.


this is only because of bad lp store tag requirement distribution, not because the modules themselves are bad and in need of fixing.

even at 100 mil why would you buy a faction medium if you have the skills for t2 which costs 3 mil? the use of t2 ammo cant be reason enough alone, it has to be something more,

oh yes

Verity Sovereign wrote:
jewlery for their ship


change a logical mechanic for vanity?

/thread is stupid

Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.

Verity Sovereign
Sebiestor Tribe
Minmatar Republic
#17 - 2012-04-13 10:59:50 UTC
Perhaps, I figure letting them use T2 ammo with T2 skills would be the simplest solution to actually getting people to use them in any significant volume.

Otherwise, you have to look at boosting base stats, and that gets a lot more complicated.
Currently the lack of T2 range extending ammo for faction guns makes them too short ranged. (haven't they changed some of the short range T2 ammo to give tracking bonuses as well, instead of penalties?)

If faction gun damage is 4% higher than base T2/meta 4... then how about:
Faction gun optimal and falloff is also 4% higher than base meta4/T2
Faction gun tracking is 4% higher
Faction gun cap use is already significantly less (25% less or more than T2?), so maybe for projectile turrets (and Hybrid, I suppose), we boost the ammo capacity of faction turrets by 25% *

*of course, this relates to my dissatisfaction that going from meta 4 -> T2 results in significantly higher cap usage for hybrids and lasers, but there is no comparable disadvantage for projectiles (fitting issues are the same for all types), perhaps T2 projectile guns should have smaller magazine sizes relative to meta 4 guns (of course, this could be acheived by boosting meta 4 ammo capacity just like I suggest for the faction guns).


Still, all other faction items equal or exceed T2 stats (except domination hardeners, for some reason), why don't the faction guns?
We can still have the T1 ammo limitation, but lets make the base stats equal the T2 skill stats, ie have faction guns do 10% more damage than base meta4/T2 (instead of 4%), so that at spec 5, both guns do equal DPS using T1 ammo.

and then since these things are still so darn expensive - boost: tracking, optimal, and falloff by 10% as well.
Faction Neutron blasters firing faction Iron will still do far less damage at range than T2 neutrons firing null,
It just won't be so bad because the faction got an effective range boost of 10%, and slightly better hit quality due to the buffed tracking.
Verity Sovereign
Sebiestor Tribe
Minmatar Republic
#18 - 2012-04-13 11:03:10 UTC
Kusum Fawn wrote:
even at 100 mil why would you buy a faction medium if you have the skills for t2 which costs 3 mil? the use of t2 ammo cant be reason enough alone, it has to be something more


That is the whole point... the faction guns cost to performance is out of whack.
The price minimum is set by the tags, which means that demand at that price is very low, supply is very low, and these items aren't used much, they are vanity items.

Quote:
change a logical mechanic for vanity?


They are vanity now. What we want is a logical mechanic to give them a real use beyond vanity.
Kusum Fawn
Perkone
Caldari State
#19 - 2012-04-13 11:16:52 UTC
Verity Sovereign wrote:
Kusum Fawn wrote:
even at 100 mil why would you buy a faction medium if you have the skills for t2 which costs 3 mil? the use of t2 ammo cant be reason enough alone, it has to be something more


That is the whole point... the faction guns cost to performance is out of whack.
The price minimum is set by the tags, which means that demand at that price is very low, supply is very low, and these items aren't used much, they are vanity items.

Quote:
change a logical mechanic for vanity?


They are vanity now. What we want is a logical mechanic to give them a real use beyond vanity.



do these guns not shoot? do they need less skills? they work exactly as they are intended to.

Its the tag requirements that are creating the price point, a price point set by players who get the tags. you are trying to fix something that isnt broken. adding t2 ammo use to these guns isn't going to bring the price on them down,

they will be just as expensive due to tag requirements shared with items more useful to a broader base of players

i bolded that for you as you seem to consistently be missing the point. the fact that they are vanity items doesn't stem from an issue with the module itself, but how the module is obtained, namely LP stores or in the case of rat faction guns, fairly rare drops from rats.

Because i can get 140 million for that tracking computer which is useful to every turret ship in the game, any other module that requires the same items as the tracking computer must compete at that price point. if it cant, it wont get bought and i'll keep selling tracking computers. again, This is not because the other modules are broken, or lack use, its because i can use the same materials and sell something else at a better price.

Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.

Verity Sovereign
Sebiestor Tribe
Minmatar Republic
#20 - 2012-04-13 14:35:16 UTC
I know it won't bring the price down.
What it does is raise the utility.
If something is more useful, people are more likely to purchase it.

Then we may actually see these faction items move on the market in comparable volume to other faction items, rather than in miniscule amounts now, as vanity items.
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