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Gallente (+Some Caldari Lovin)

First post
Author
MeBiatch
GRR GOONS
#61 - 2011-10-10 17:03:55 UTC
to op arguing with proxxy is a waste of time... he is a troll who wont listen... there are dozens of threads where everyone says he should stfu but yet he posts and does not listen... so i have learnt to just skip his posts...

anywho here are my suggestions to fix hybrids...

MeBiatch wrote:
here are the fixes for hybrids:

blasters:

concept shotguns (short range arties...)

1. Increase base damage by 50%
2. Decrease rate of fire by 30%
3. Increase falloff by 50%
4. increase tracking by 37.5%

railguns: Concept long range auto cannons

1. Increase base damage by 15%
2. Increase rate of fire by 15%
3. decrease activation cost by 40%
4. increase falloff by 50%
5. increase tracking by 37.5%

ammo:

Simular boost that projectile ammo got

concept choice between what damage type you want to do between thermal and Kinetic (i.e. antimater does 80% thermal damage 20% kin damage, uranium does 80% kin damage and 20% thermal damage)

also include a tracking bonus built into the ammo

Caldari boost:
remove the optimal range bonus for hybrid turrets and replace with a rate of fire bonus

gallente boost:
remove the falloff bonus and tracking bonus and replace with a mass reduction bonus per level

change the internal rep bonus to include a bonus incomming remote rep

General fix:
change the speed reduction affect on armor rigs and replace with an agility reduction
change reload time from 10 seconds to 5 seconds

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

MeBiatch
GRR GOONS
#62 - 2011-10-10 17:26:51 UTC  |  Edited by: MeBiatch
after fix new astarte:

so we have
50% increase to damage
37.5% increase in internal amour reps and incomming Remote repair...
25% decrease in mass of the ship

shoots out to 17.5 km with falloff
does 2636 alpha
and 600 dps without drones
tracking 0.1289 rad/sec
mass 15750000

1848 max speed with mwd on with out heat on. align time with mwd on 15.08s
2772 max speed with heat on... the thing is fast in a straight line but maneuvers like a brick

each logi armor ship will give a tank of 2128dps with 4 large armor RR...

with this fittings:
[Astarte, fixed]
Reactor Control Unit II
1600mm Reinforced Rolled Tungsten Plates I
Imperial Navy Energized Adaptive Nano Membrane
Imperial Navy Energized Adaptive Nano Membrane
Armor Explosive Hardener II
Magnetic Field Stabilizer II

10MN MicroWarpdrive II
Stasis Webifier II
Warp Scrambler II
Warp Disruptor II

Heavy Neutron Blaster II, Null M
Heavy Neutron Blaster II, Null M
Heavy Neutron Blaster II, Null M
Heavy Neutron Blaster II, Null M
Heavy Neutron Blaster II, Null M
Heavy Neutron Blaster II, Null M
Heavy Neutron Blaster II, Null M

Medium Trimark Armor Pump I
Medium Trimark Armor Pump I


Hornet EC-300 x5
Warrior II x5

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

MeBiatch
GRR GOONS
#63 - 2011-10-10 19:27:50 UTC  |  Edited by: MeBiatch
ok here is a the and improved blaster rokh

ship bonus:
5% bonus to rate of fire per lev
5% bonus to shield resists per lev

12.59004 damage mod
30468 meters fall off
11000 meters optimal range
44 ammo damage
0.06111875 rad/sec
4.22 rate of fire
4431 alpha
1050 dps not including drones with out heat on

[Rokh, fixed]
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Tracking Enhancer II
Damage Control II

100MN MicroWarpdrive II
Invulnerability Field II
Invulnerability Field II
Large Shield Extender II
ECCM - Gravimetric II
Warp Disruptor II

Neutron Blaster Cannon II, Null L
Neutron Blaster Cannon II, Null L
Neutron Blaster Cannon II, Null L
Neutron Blaster Cannon II, Null L
Neutron Blaster Cannon II, Null L
Neutron Blaster Cannon II, Null L
Neutron Blaster Cannon II, Null L
Neutron Blaster Cannon II, Null L

Large Anti-EM Screen Reinforcer I
Large Core Defence Field Extender I
Large Core Defence Field Extender I


Warrior II x5
Hornet EC-300 x5

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

MeBiatch
GRR GOONS
#64 - 2011-10-10 19:58:04 UTC
eagle

25% increase to powergrid
25 m3 drone bay 25mn bit/wave

ship bonus:

crusier:

5% to rate of fire for medium hybrid turrets per level
5% to shield resistinces per level

hac :
5% to optimal range for medium hybrid turrets per level
5% to medium hybrid turret damage per level

27 km optimal range
22.5 km falloff
0.03953125 rad/sec
27.6 ammo damage
2.23 sec rate of fire
9.480002 damage mod
1308 alpha
586 dps

[Eagle, fixed]
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Damage Control II

10MN MicroWarpdrive II
Warp Disruptor II
Invulnerability Field II
Invulnerability Field II
Large Shield Extender II

250mm Railgun II, Caldari Navy Antimatter Charge M
250mm Railgun II, Caldari Navy Antimatter Charge M
250mm Railgun II, Caldari Navy Antimatter Charge M
250mm Railgun II, Caldari Navy Antimatter Charge M
250mm Railgun II, Caldari Navy Antimatter Charge M
[empty high slot]

Medium Anti-EM Screen Reinforcer I
Medium Core Defence Field Extender I

Hornet EC-300 x5

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#65 - 2011-10-10 20:02:54 UTC
Stop giving Caldari railboats off-racial bonuses. Try to stick within the "optimal range bonus" paradigm, and go from there.
MeBiatch
GRR GOONS
#66 - 2011-10-10 21:06:32 UTC
@gypsio III when 150km+ fighting became obsolete, having a gun bonus that allows you to fire past 150 km is rather useless....

and the changes to make it come back would have to be a big change to on grid warping and book marks... to which i dont support...

so with going how eve has evolved 150km and less range removing the optimal range bonus and replacing it with a rate of fire bonus works rather well... as a tech II bonus optimal range in fine...

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Tanya Powers
Doomheim
#67 - 2011-10-10 21:14:11 UTC
Gypsio III wrote:
Stop giving Caldari railboats off-racial bonuses. Try to stick within the "optimal range bonus" paradigm, and go from there.



Unless mobility and tank+hybrid changes are really important in gallente blaster hulls, why should I fly blaster brutix's instead of blaster Ferox's?

armor: speed agility mass penalty
Dmg bonus: meh

shield: agility speed +tank
Op distance bonus: just great

Brutix would still be nice for gank but I'd now fly ferox's (and canes OC) since there is no advantage on using armor counterpart.

There is no point on using the closest range weapon when it's hull brings nothing interesting compared to other close range weapons, unless the bonus hull who can aloud you to operate from 2 or 4x the first and that one will be Caldari (Caldari optimal bonus)
Pattern Clarc
Citeregis
#68 - 2011-10-11 22:26:16 UTC
@Alticus C Bear - I agree with you on the Ammo changes, iridium, thorium have their uses, but the rest are kinda pointless. Previous iterations included a high tracking version of Javelin that did nearly the damage of antimatter, with a similar cap usage of spike. Ideally, such a change would need to be replicated throughout each race (with each race getting an appropriate bonus for the corresponding ammo. For example; Quake (less damage than RF PP with 25% more alpha), Gleam (50% capacitor usage reduction, slightly less damage than navy multifreq) -
I'll mull on it for a little while before adding it.



@Sigion - The Ishtar may theoretically out damage the drone Proteus, but set up properly, it's by far the better ship overall. Provided we had better options in the Myrmidon and Eos, for drone superhappysexyfuntime, then I guess it wouldn't be so bad...




@Soldarius - Re: Tracking, yes and no. As you get closer, tracking becomes exponentially worse. Blaster tracking at optimal range, relative to other ship classes is significantly poorer than Amarr and as Minmatar have huge fall off, it's never an issue. With blasters however, unless transversal is low, hit quality is generally poor, which understandably with the removal of webs has got much worse.

No... We should not turn blasters into Pulse lasers MK II. It's exactly the type of power creep that I'm trying to avoid. It would be better focusing on ensuring drones and rail guns fill the void at medium range whilst generally improving the hulls of Gallente ships so that they have additional tricks and attributes that make blaster combat more effective/survivable which is also something you mentioned.

See "turning hybrids in to Lasers" re: rof changes.

Re: Snipers, it's a far reaching change for an exertencial problem. Probers can now scan you down before you exit warp, if you 're landing to a spot on grid. I will modify the specific change to fully describe how it'll work in a moment.


@Skinae - The changes to active tanking more than make up for the loss of that 3rd rep. I agree to some extent on the Onieros. It should really be scimitar fast.


@X Gallentius - Although blasters will track better, that mainly helps dealing with ships your own size. The true boost will be the increased drone bay on blaster boats, large enough for an additional set of light drones which I hear, deal with frigs pretty well. Smile



@MeBiatch - Welp.
Your blaster proposal would mean that blasters would out damage all short range turrets, at ALL RANGES. Not good. Rails also seem like a ~45% increase to damage. I don't think you've properly looked just how finely tuned and how small the margins between the turrets are in reality?

The ammo changes look interesting, but a 25% mass reduction would mean that your Astarte would out fly a destroyer by over 500m/s.


With the current changes to Hybrid optimal, Caldari should receive an advantage whilst fighting at medium range (50-100km) whilst the hulls themselves recieve significant increases to speed. As the Antimatter envelope becomes much wider than before, medium range DPS should become a pretty viable option for Gallente and Caldari combined..


Ex CSM member & Designer of the Tornado. Gallente - Pilot satisfaction

Pattern Clarc
Citeregis
#69 - 2011-10-11 23:26:35 UTC


~~~New Updates based on feedback.~~~


Caldari Lovin:
Caldari base speed increases significantly. Caldari hybrid ships, especially the cruisers are just to slow to be viable and often whilst existential issues really effect the performance of the Ferox and it's variants.
~30% increase to base speed, for:
- Moa, Harpy, Ferox, Vulture, Rokh, Egale, Cormorant (Whilst the Tengu's Hybrid Weapons subsystem should increase speed by a similar amount).
- Moa and Eagle powergrid increased by 30%
- Moa and Eagle hull re-designed to look less ****.
- See Tiericide for additional changes to the Ferox
- See Fleet Commandships for additional changes to the Vulture
- Combat Blasters for additional changes to Hybrids.


Global:
- As the number of ships on grid increase, the accuracy of scan probe warp to results reduces, resulting in ever greater warp to variances of up to 200km.
- Probing accuracy is now inversely proportional to the amount of time the target has been in one location (grid)" (After 0 seconds, within 200km accuracy, after 30 seconds, 50km accuracy, after one minute, probing accuracy improves to 12km and so on)


Ammo:
- Quake - 25% increase to Artillery alpha, 5% Less damage than RF EMP and 33% less range and fall off.
- Gleam - Decreases capacitor usage by 50% - 5% Less damage than Navy Multifreqency and 33% less tracking
- Javlin - Increases tracking by 33% - 5% Less damage than CN Antimatter and 25% increased capacitor usage

Hybrid Ammo receives reorganisation into 4 parts:
Antimatter remains unchanged

Plutonium - (Same as current plutonium), 20% Kinetic, 80% Thermal damage
Uranium - -(Same as current plutonium), 80% Kinetic, 20% Thermal damage

Thorium - (Damage Same as current thorium) 0% increase to optimal, 20% increase to tracking, 80% Kinetic, 20% Thermal
Lead - (Damage, cap use Same as current thorium) 0% increase to optimal, 20% increase to tracking, 20% Kinetic, 80% Thermal damage

Irdium - (Damage Same as current thorium) 0% increase to optimal, 20% increase to falloff, 80% Kinetic, 20% Thermal
Tungsten - (Damage, cap use Same as current thorium) 0% increase to optimal, 20% increase to falloff, 20% Kinetic, 80% Thermal damage

Iron - Same as current Iridium except with the optimal range of before.

Ex CSM member & Designer of the Tornado. Gallente - Pilot satisfaction

Alticus C Bear
University of Caille
Gallente Federation
#70 - 2011-10-11 23:37:30 UTC
I like your ammo proposals, it's freaky I had been thinking about proposing a reversal of the kin therm ratio for half the ammo's.
Pattern Clarc
Citeregis
#71 - 2011-10-11 23:40:08 UTC
Alticus C Bear wrote:
I like your ammo proposals, it's freaky I had been thinking about proposing a reversal of the kin therm ratio for half the ammo's.

Thank - MeBiatch. Although most of his ideas where crazy, part of his ammo one stood out as something to work with..

Ex CSM member & Designer of the Tornado. Gallente - Pilot satisfaction

Alticus C Bear
University of Caille
Gallente Federation
#72 - 2011-10-11 23:42:38 UTC
Oh and how about 5 bandwidth and drone bay per level for the CPU subsystem for the proteus.

Should not be overpowered as you have to sacrifice probing, increased sensor strength or scram range to get the full bandwith for 5 heavies.

Plus one mId minus one high would also be nice.
Pattern Clarc
Citeregis
#73 - 2011-10-11 23:51:37 UTC
Alticus C Bear wrote:
Oh and how about 5 bandwidth and drone bay per level for the CPU subsystem for the proteus.

Should not be overpowered as you have to sacrifice probing, increased sensor strength or scram range to get the full bandwith for 5 heavies.

Plus one mId minus one high would also be nice.

It would be nice, but the other Tech 3's are kinda in need of boosts more tbh. Proteus is pretty much one example of how blasters could work in todays eve (damnation with blasters basically). For the rest of the blaster orientated ships I focused on improving mobility, but like I think I've mentioned, if up to me alone, brutix, hyperion and the commandships would all get 10% HP bonuses instead of the active tanking one. Twisted

Ex CSM member & Designer of the Tornado. Gallente - Pilot satisfaction

Joe Risalo
State War Academy
Caldari State
#74 - 2011-10-12 00:15:30 UTC
I don't know much on turrets at all, but I have heard that gallente and caldari suffer from hybrid issues.

so +1 in that matter.

The only thing that I would like to toss in actually refers to missiles.

I'd like for them to show their ACTUAL distance instead of having to multiply and then subract by a random percentage to factor ramp up time.

Every turret in game shows their exact minimal, optimal, and maximum range, so I'd like to see that with missiles.

My torp golem has a displayed range of 64km, but with ramp up time it actually has closer to 56 km.

I would like CCP to either
a) adjust the speed of the missiles slightly so that the math factors in their ramp up speed, so instead of the math showing 65km, it will show 56km.

b) adjust their velocity higher to make up for the ramp up speed, but don't display the additional velocity on the info. That way I'm getting 64km and it's displaying 64km.

One is a more possitive change actually giving me the 64km, and the other one is actually a change that will diplay my ACTUAL range instead of my range if missiles were at max velocity from the time of launch.

I know it's not a big change or something that needs to be done, but it would be helpful for missile pilots......just sayin.........
MeBiatch
GRR GOONS
#75 - 2011-10-12 01:38:22 UTC  |  Edited by: MeBiatch
Pattern Clarc wrote:


~~~New Updates based on feedback.~~~


Caldari Lovin:
Caldari base speed increases significantly. Caldari hybrid ships, especially the cruisers are just to slow to be viable and often whilst existential issues really effect the performance of the Ferox and it's variants.
~30% increase to base speed, for:
- Moa, Harpy, Ferox, Vulture, Rokh, Egale, Cormorant (Whilst the Tengu's Hybrid Weapons subsystem should increase speed by a similar amount).
- Moa and Eagle powergrid increased by 30%
- Moa and Eagle hull re-designed to look less ****.
- See Tiericide for additional changes to the Ferox
- See Fleet Commandships for additional changes to the Vulture
- Combat Blasters for additional changes to Hybrids.


Global:
- As the number of ships on grid increase, the accuracy of scan probe warp to results reduces, resulting in ever greater warp to variances of up to 200km.
- Probing accuracy is now inversely proportional to the amount of time the target has been in one location (grid)" (After 0 seconds, within 200km accuracy, after 30 seconds, 50km accuracy, after one minute, probing accuracy improves to 12km and so on)


Ammo:
- Quake - 25% increase to Artillery alpha, 5% Less damage than RF EMP and 33% less range and fall off.
- Gleam - Decreases capacitor usage by 50% - 5% Less damage than Navy Multifreqency and 33% less tracking
- Javlin - Increases tracking by 33% - 5% Less damage than CN Antimatter and 25% increased capacitor usage

Hybrid Ammo receives reorganisation into 4 parts:
Antimatter remains unchanged

Plutonium - (Same as current plutonium), 20% Kinetic, 80% Thermal damage
Uranium - -(Same as current plutonium), 80% Kinetic, 20% Thermal damage

Thorium - (Damage Same as current thorium) 0% increase to optimal, 20% increase to tracking, 80% Kinetic, 20% Thermal
Lead - (Damage, cap use Same as current thorium) 0% increase to optimal, 20% increase to tracking, 20% Kinetic, 80% Thermal damage

Irdium - (Damage Same as current thorium) 0% increase to optimal, 20% increase to falloff, 80% Kinetic, 20% Thermal
Tungsten - (Damage, cap use Same as current thorium) 0% increase to optimal, 20% increase to falloff, 20% Kinetic, 80% Thermal damage

Iron - Same as current Iridium except with the optimal range of before.



i like the additions... and approve of the scan probe mechanic... this might make tachions good again (well after they fix PG)

your rail changes are interesting you are going for a higher range bonus ratio against dps loss vrs other turrets/gal... like you get a 56% incraese to optimal range on a moa with 250's with antimater vrs a mauler with heavy Beams with multi... but loose out on something like 40% dps... so they balance out... well kinda i would still like to see a 5-10% damage increase...to make it more 60% extra range for 30% less dps...

plus still look at the eagle with 250's and spike you are doing 190 dps at like 220 km or some crazyness... but whats the point in doing crappy dps at that range? i would much rather see a rate of fire bonus on the eagle then a second optimal range bonus.. 250 dps at 160km... plus this would help out the blaster eagle...

ok so if you just removed my idea for a built in falloff increase our boosts are simular but i am not just giving a base increase to dps i am also greatly increasing blasters alpha/burst damage... how about make blasters the answer to arties... now if you want high 'bust' damage you can do more then just miniie ships...
something like a 50% increase in damage multiplier with a 30% decrease in rate of fire increases the alpha 50% and dps around 8%...

plus i do like the heat bonus to repair... IMO making it so the 37.5% increase to internal reps work on incomming remote repair mods... this would greatly make up for gallente/minnie shortcommings when it comes to fleet setups... let me explain i know projectiles are FOTM and make up for this but when hybrids are boosted minnie will fall back in line...
Look at what a 25% increase does to effectivness of internal reps, EHP and incomming RR....

But gal/minnie only get a 37.5% increase to internal reps...

look at a nighthawk with one logi ship with 4 large reps it gets 1955 tank
but a sleipnir(sp?) with one logi ship with 4 large reps it gets 1649 tank

but if you increased the effectiveness of incomming shield rr for minnie you would see that jump up from 384 every 4.5 sec
which is 85.33 hp/sec to 384*1.375=528 every 4.5 sec which means 117 hp/s

so on the same setup one logi ship will now make the seipnirs tank be 2099 tank

this also carries over with armor....

making the 37.5% bonus to internal reps also boost incomming remote repair mods would greatly help offset the dissadvantage minnie and galente have against ammar and caldari...

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Pattern Clarc
Citeregis
#76 - 2011-10-13 13:17:11 UTC
MeBiatch wrote:

plus still look at the eagle with 250's and spike you are doing 190 dps at like 220 km or some crazyness... but whats the point in doing crappy dps at that range? i would much rather see a rate of fire bonus on the eagle then a second optimal range bonus.. 250 dps at 160km... plus this would help out the blaster eagle...

Strongly considering increasing the DPS of spike by 10-20% which would mean Rails would have little damage attenuation at range which is kinda true to form.

Quote:
ok so if you just removed my idea for a built in falloff increase our boosts are simular but i am not just giving a base increase to dps i am also greatly increasing blasters alpha/burst damage... how about make blasters the answer to arties... now if you want high 'bust' damage you can do more then just miniie ships...
something like a 50% increase in damage multiplier with a 30% decrease in rate of fire increases the alpha 50% and dps around 8%...

Right, I considered an "high alpha blaster turret" before although not that many people wanted it, and given the fact blasterships can rarely apply damage instantly, it wouldn't be that effective most of the time. It would also make flying close range t1 cruisers suck even more than they do now. Smile

Quote:
plus i do like the heat bonus to repair... IMO making it so the 37.5% increase to internal reps work on incomming remote repair mods... this would greatly make up for gallente/minnie shortcommings when it comes to fleet setups... let me explain i know projectiles are FOTM and make up for this but when hybrids are boosted minnie will fall back in line...
Look at what a 25% increase does to effectivness of internal reps, EHP and incomming RR....

But gal/minnie only get a 37.5% increase to internal reps...

look at a nighthawk with one logi ship with 4 large reps it gets 1955 tank
but a sleipnir(sp?) with one logi ship with 4 large reps it gets 1649 tank

but if you increased the effectiveness of incomming shield rr for minnie you would see that jump up from 384 every 4.5 sec
which is 85.33 hp/sec to 384*1.375=528 every 4.5 sec which means 117 hp/s

so on the same setup one logi ship will now make the seipnirs tank be 2099 tank

this also carries over with armor....

making the 37.5% bonus to internal reps also boost incomming remote repair mods would greatly help offset the dissadvantage minnie and galente have against ammar and caldari...

Until Caldari and Amarr ships fly with active tanking mods right? P

It's not necessarily a one race vs the other situation, the solution tries to make active tanking a little more common, a little less niche, ironing out some of the issues that currently make active tanking generally unattractive for most people really.

Ex CSM member & Designer of the Tornado. Gallente - Pilot satisfaction

Pattern Clarc
Citeregis
#77 - 2011-10-13 14:21:08 UTC  |  Edited by: Pattern Clarc
New updates...
Mostly changes to the details and more rationale.


Combat: Rails
Here, ranged warfare is boosted by various changes to targeting and probing whilst changes to ammo mean damage attenuates far less at range (far out damaging competitors at ultra long ranges).
At medium range, the optimal range increase means the envelope antimatter can be used in is greater whilst Javelin now provides improved tracking in return for much increased capacitor usage and slightly reduced dps.

Railguns:
- Optimal range increased by 33%.
- See below for Ammo changes



Global:
- As the number of ships on grid increase, the accuracy of scan probe warp to results reduces, resulting in ever greater warp to variances of up to 200km.
- Probing accuracy is now inversely proportional to the amount of time the target has been in one location (grid)" (After 0 seconds, within 200km accuracy, after 30 seconds, 50km accuracy, after one minute, probing accuracy improves to 12km and so on)
- Max Targeting Range is now 350km


Ammo:
Tech 2 Ammo now receives short range variants that alter the behaviour of the turrets (beyond additional dps, or range) either compensating for short falls or improving strengths of the turrets in very different ways.
- Quake - 25% increase to Artillery alpha, 5% Less damage than RF EMP and 33% less range and fall off.
- Gleam - Decreases capacitor usage by 50% - 5% Less damage than Navy Multifreqency and 33% less tracking
- Javelin - Increases tracking by 50% - 5% Less damage than CN Antimatter and 100% increased capacitor usage

Hybrid Ammo receives reorganisation into 4 parts:
Antimatter remains unchanged

Plutonium - (Same as current plutonium), 20% Kinetic, 80% Thermal damage
Uranium - -(Same as current plutonium), 80% Kinetic, 20% Thermal damage

Thorium - (Damage Same as current thorium) 0% increase to optimal, 20% increase to tracking, 80% Kinetic, 20% Thermal
Lead - (Damage, cap use Same as current thorium) 0% increase to optimal, 20% increase to tracking, 20% Kinetic, 80% Thermal damage

Iridium - (Damage Same as current thorium) 0% increase to optimal, 20% increase to falloff, 80% Kinetic, 20% Thermal
Tungsten - (Damage, cap use Same as current thorium) 0% increase to optimal, 20% increase to falloff, 20% Kinetic, 80% Thermal damage

Iron - Same as current Iridium except with the optimal range of before.

Spike - Damage increased to current Thorium with optimal range, tracking penalties and cap use same as current

Ex CSM member & Designer of the Tornado. Gallente - Pilot satisfaction

MeBiatch
GRR GOONS
#78 - 2011-10-14 16:33:48 UTC  |  Edited by: MeBiatch
The thing about adding "alpha" is that its only a 30% reduction in rate of fire... so at most you are looking at 1-1.5 seconds decrease in rate of fire...
i think this is a fair trade when you take into account that you are gaining 50% alpha plus 8% dps plus 50% increased tracking...

i understand and like the idea for heat bonus to internal reppers (but i dont think it should be race specific but be a General boost to the mods) but still feel that gal/min ships would greatly benifit from a boost to incomming remote repair... and as you said you want to go from 2% to 14% increase efficiancy for internal reps for gal/min over ammar/cal... i would say this is great even with the increased incomming RR... simply look at the % difference in EHP that cal/ammar get over gal/minnie i think its more then 14%

something like cal ship will have 90 k ehp and gal will have 67 k ehp thats a 26% increase in ehp plus if we dont include the incomming rr you are looking at 15% increased efficiancy to cal/min...

keep cal/ammar have the ehp boost but make the more fragile gal/min ships better for all types of reps be it internal or incomming external reps...

so even if we still kept your 12.5% increase to reps this would still balance out min/gal shortcommings... in relation to ehp...

Also i like you boost to spike... nicly done...

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

X Gallentius
Black Eagle1
#79 - 2011-10-14 18:30:33 UTC  |  Edited by: X Gallentius
Pattern Clarc wrote:

@X Gallentius - Although blasters will track better, that mainly helps dealing with ships your own size. The true boost will be the increased drone bay on blaster boats, large enough for an additional set of light drones which I hear, deal with frigs pretty well. Smile

IMO you would need a better advantage than more drones in a drone bay. Better drone tracking/level, or perhaps more drones deployed per level so that there is a real advantage to a Gallente hulls using drones as anti-frigate defense. It's ridiculous that the "close range" race has more difficulty fighting off frigates AT CLOSE RANGE than other races because of lack of utility high slots.

The other races can nail frigates at long point range too - something that blaster hulls can't do.

Another suggestion: Alpha of heavy neutron blasters should be greater than alpha of 720mm artillery. Afterall, the blaster hull is at risk when it tries to pwn ships at the undock, the artillery ship is safe several kms away. Give blaster hulls a role in this game other than omgwtfpwning defenseless ice miners!
Grimpak
Aliastra
Gallente Federation
#80 - 2011-10-14 18:57:13 UTC
Clarc's proposed changes are.. good actually.


I'm still more partial to massively boost DPS, moderately boost tracking and cut down range even further tho.


I don't like the ammo changes tho. should be another way than to make them "projectiles MK. II" tbhStraight

[img]http://eve-files.com/sig/grimpak[/img]

[quote]The more I know about humans, the more I love animals.[/quote] ain't that right