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[Proposal] Change hybrid ammo damage scaling

Author
Johnny Aideron
Order of Rouvenor
#1 - 2012-05-12 07:09:42 UTC  |  Edited by: Johnny Aideron
Hybrid weapons have a lot of ammo options but I find most of them to be worthless, I use antimatter, void and null for pvp. I took a look at the DPS difference of the ammo types and found that the damage tails off quite significantly for the longer-ranged ammo types, causing them to do worthless dps for a ship in it's size class. On the other hand there is null ammo which does decent damage at range (for a blaster).

So If you're a rookie player then until you get tech 2 guns you're basically stuck with antimatter for blasters until you can use void and null, since the other ammo types are awful. That's quite a big difference in the player experience of blaster use from t1 to t2, I suggest that there should be more consistency in how the damage scales between ammo types.

Compare:


Megathron DPS with rack of neutron blaster cannons (my skills with two magnetic field stabilizers):
void:915 dps
navy antimatter: 820 dps (89% of void)
antimatter: 713 dps (77% of void)

null: 653 dps
navy iron: 341 dps (52% of null)
iron: 297 dps (45% of null)

Megathron with rack of 425mm railguns (my skills with two magnetic field stabilizers):
Javelin: 564 dps
navy antimatter 556 (98% of javelin)
antimatter: 483 (85% of javelin)

spike: 322 dps
navy iron 231 dps (71% of spike)
iron: 201 dps (62% of spike)

As you can see the damage of iron tapers off quite a bit more than antimatter compared to the T2 ammo.

I think the damage scaling should be changed so that if antimatter is doing around 85% the damage of void then iron should do around 85% the damage of null and the rest of the ammo types between antimatter and iron should be based on that scale. This would give newer players something analogous to null ammo for blasters and also increase the viability of faction ammo.

y/n?