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So Caldari and Minmatar can play 'select a damage', amarr gallente get screwed again

Author
Denidil
Cascades Mountain Operatives
#1 - 2012-09-21 15:36:46 UTC
So since caldari and minmatar can play 'select a damage' (especially after tiericde) should gallente/amarr get that ability to, or should their weapon systems get buffed for not being able to do that (amarr more DPS, gallente more range on blasters more damage on rails)

Tedium and difficulty are not the same thing, if you don't realize this then STFU about game design.

Larloch TheAncient
Freindly Mining Corporation
#2 - 2012-09-21 16:43:52 UTC
Well missiles are getting nerfed... so honestly thats a tradeoff to that I suppose (plus they're normally not as good at pvp compared to turrents)


And projectiles are forced (almost exclusively) to fight into falloff, losing a respectable amount of DPS while doing so.


I think the weapon systems as a whole are fine, nobody here wants all the races to have the same weapons with different models anyway.
Denidil
Cascades Mountain Operatives
#3 - 2012-09-21 16:58:21 UTC
Larloch TheAncient wrote:
Well missiles are getting nerfed... so honestly thats a tradeoff to that I suppose (plus they're normally not as good at pvp compared to turrents)


And projectiles are forced (almost exclusively) to fight into falloff, losing a respectable amount of DPS while doing so.


I think the weapon systems as a whole are fine, nobody here wants all the races to have the same weapons with different models anyway.


heavy missile damage and range is being brought down to be inline with medium beam/hybrid/arty systems.

caldari and minmatar will still have select-a-damage at no penalty (minmatari always, caldari after ship rebalance)

and as for non-uniformity - that is why i suggested instead of giving amarr and gallente dial-a-damage to instead give their existing systems in various ways to make up for the lack of dial-a-damage

Tedium and difficulty are not the same thing, if you don't realize this then STFU about game design.

Larloch TheAncient
Freindly Mining Corporation
#4 - 2012-09-21 18:53:17 UTC
Denidil wrote:
Larloch TheAncient wrote:
Well missiles are getting nerfed... so honestly thats a tradeoff to that I suppose (plus they're normally not as good at pvp compared to turrents)


And projectiles are forced (almost exclusively) to fight into falloff, losing a respectable amount of DPS while doing so.


I think the weapon systems as a whole are fine, nobody here wants all the races to have the same weapons with different models anyway.


heavy missile damage and range is being brought down to be inline with medium beam/hybrid/arty systems.

caldari and minmatar will still have select-a-damage at no penalty (minmatari always, caldari after ship rebalance)

and as for non-uniformity - that is why i suggested instead of giving amarr and gallente dial-a-damage to instead give their existing systems in various ways to make up for the lack of dial-a-damage



Ammar = Great DPS out to medium range with short range weapons.

= Boost projectile damage whine.

Gallente = Best DPS in the game by far.


Neither Mimitar nor the caldari can compete with the ammar or Gallente at certain aspects.


This is fair and balanced.
Denidil
Cascades Mountain Operatives
#5 - 2012-09-21 19:08:12 UTC
Larloch TheAncient wrote:


Gallente = Best DPS in the game by far.




next to no ability to apply it

and for the record i'm omni trained. so....

Tedium and difficulty are not the same thing, if you don't realize this then STFU about game design.

MotherMoon
Tribal Liberation Force
Minmatar Republic
#6 - 2012-09-22 16:46:46 UTC
Denidil wrote:
Larloch TheAncient wrote:
Well missiles are getting nerfed... so honestly thats a tradeoff to that I suppose (plus they're normally not as good at pvp compared to turrents)


And projectiles are forced (almost exclusively) to fight into falloff, losing a respectable amount of DPS while doing so.


I think the weapon systems as a whole are fine, nobody here wants all the races to have the same weapons with different models anyway.


heavy missile damage and range is being brought down to be inline with medium beam/hybrid/arty systems.

caldari and minmatar will still have select-a-damage at no penalty (minmatari always, caldari after ship rebalance)

and as for non-uniformity - that is why i suggested instead of giving amarr and gallente dial-a-damage to instead give their existing systems in various ways to make up for the lack of dial-a-damage


That's madness, if you fly minmatar you use tech 2 ammo, emp is rare. Tech 2 ammo is amazing, sure faction ammo can fill this role, but really missles are the king of damage control.

However a good ammar pilot also has the ability to change lens as he closes range. We built this into our top down eve offline shooter.. oh man what happened to that project...

http://dl.eve-files.com/media/1206/scimi.jpg

Bienator II
madmen of the skies
#7 - 2012-09-22 18:31:05 UTC
i am not a big fan of making everything equal. There is no reload delay for crystals and gallente are green.. i suppose this is fair.

also.. fireing kinetic lasers would involve throwing them against the enemy ship. Thats usually not what i want.

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

Maddie Gunslinger
Doomheim
#8 - 2012-09-24 04:01:16 UTC
Denidil wrote:
So since caldari and minmatar can play 'select a damage' (especially after tiericde) should gallente/amarr get that ability to, or should their weapon systems get buffed for not being able to do that (amarr more DPS, gallente more range on blasters more damage on rails)



To answer your questions, as things are right now, no, lasers should not get more damage, blasters should not get more range, this because it would not solve anything, in my eyes it would only digitalize combat even further in the form of rock paper scissors.
You would only make those who are already vulnerable to these weapon systems more vulnerable to them, and make hardly any difference versus the ones you struggle with, who in many cases directly counter your damage types. These weapon systems have underlying basic flaws which need to be looked at first.

With that said, my counterproposal
I'd love it if both hybrids and lasers had a kind of omni damage type pattern.

With this below change would of course come the long awaited re-re-balancing of blasters to where they should be on the damage scale, as in reduce their damage to somewhere closer to awesome, thus no longer be situated above "holy ****, this is sick!" and be referred to as packing a can of "Where did his ship go?".

Hybrid: 30% Therm, 25% Kin, 25% Exp, 20% EM
Laser: 35% EM, 30% Therm, 25% Exp, 10% Kin

Or similar, I have proposed this in other threads before, but I feel I have to keep spamming it to get any kind of spotlight for it.
It would reduce the importance of selectable damage types, also reduce the possible absolute counters out there when looking at extreme resistances on some ships, for instance Minmatar T2 EM resists vs. Lasers.
Noting that this might be a good thing, it is not a solution for Gallente having slow ships and blasters intended as short range weapons.

I'd be fine if they added some special properties for hybrids and lasers, and keep projectiles/missiles as the "norm", for instance, it could be an interesting counter to virtually permanent tanks:

New skill introduced, "Laser special mechanics"
2-10% of laser damage on shield to always penetrate through shield.
New skill introduced, "Hybrid armour integrity bypass"
2-10% of hybrid damage on armour to always penetrate through armour.
You want to shield tank this, but would give viable use for structure repairers as well.
New skill introduced, "Projectile damage focusing ".
2-10% increase in projectile damage against armour.
New skill introduced, "Missile shield interference patterns"
2-10% increase in missile damage against shields.

This would also give more room for double tanked platforms and mixed weapon systems, I just wish they'd junk the strict weapon systems on ships and allow us to choose more freely on what weapon systems we prefer if this were to go through.
This would also further the possibility to give blasters longer range(at the cost of damage), since the weapons have more specific uses and blaster role could be altered somewhat. But, in my opinion, there is nothing wrong with the blaster role, only the ships and fits used, when the above and below suggestions would be applied that is.

Also I'd be fine if hybrids and lasers could fire at 0 capacitor, yet with reduced effect of course:
Allow Lasers to fire when at 0 Cap, but incur a 300% increase in cycle time, a kind of cap siphoning wind-up time.
Allow Hybrids to fire when at 0 Cap, but incur a -90% optimal penalty and 25% damage penalty, thus using it very inefficiently but not so devastating for neuted blaster brawlers.

Note: All numbers are pretty much place holders.

What? No...

Ryshca
Viziam
Amarr Empire
#9 - 2012-09-24 12:18:15 UTC
Denidil wrote:
Larloch TheAncient wrote:
Well missiles are getting nerfed... so honestly thats a tradeoff to that I suppose (plus they're normally not as good at pvp compared to turrents)


And projectiles are forced (almost exclusively) to fight into falloff, losing a respectable amount of DPS while doing so.


I think the weapon systems as a whole are fine, nobody here wants all the races to have the same weapons with different models anyway.


heavy missile damage and range is being brought down to be inline with medium beam/hybrid/arty systems.

caldari and minmatar will still have select-a-damage at no penalty (minmatari always, caldari after ship rebalance)

and as for non-uniformity - that is why i suggested instead of giving amarr and gallente dial-a-damage to instead give their existing systems in various ways to make up for the lack of dial-a-damage


What's wrong with you, did you ever try it with reading?

"And projectiles are forced (almost exclusively) to fight into falloff, losing a respectable amount of DPS while doing so. " the one you quoted

"caldari and minmatar will still have select-a-damage at no penalty (minmatari always, caldari after ship rebalance)" your answer


PS: But at all, why is every ******* idiot interested in making the game for all races and weapons to be the same?
If you don't like differences maybe eve is the wrong game for you. We got here projectile weapons with different kind of damage types, but their total dmg never were that great and they mostly fight in falloff range, where you aswell lose dps as mentioned. Then missiles, you can select your damage type even better, but you don't do instant damage. We got lasers with a very nice optimal range and which can almost instantly change their ammo to adapt to the right range while hyprid weapons got blasters which do the most damage ingame but last both got these fixed damage types.
So if you want to make all equal, give missile instant damage, also give lasers projectils and missile aswell the most damage ingame and give all weapons the same optimal range, the ability to nearly instantly change ammo and such high falloff as projectils have. Maybe it would even better if we just remove all weapons systems and race but one. So everyone will use the same and have the same chances, same dmg, same range, no need to decide anymore which race or weapon system would suit, for the situation you might come in, at best.


PPS: If you think something is so unfair imba, just use it. Then you will notice, mostly, that it is not the case.

PPPS: I am not saying everything is balanced, but no need to get rid of the game concepts.
Denidil
Cascades Mountain Operatives
#10 - 2012-09-24 13:05:47 UTC
Ryshca wrote:


PS: But at all, why is every ******* idiot interested in making the game for all races and weapons to be the same?


it's ironic that you bitched about me for supposedly not reading, then demonstrated that you failed to read my post

Tedium and difficulty are not the same thing, if you don't realize this then STFU about game design.

Ryshca
Viziam
Amarr Empire
#11 - 2012-09-24 14:59:03 UTC  |  Edited by: Ryshca
Denidil wrote:
Ryshca wrote:


PS: But at all, why is every ******* idiot interested in making the game for all races and weapons to be the same?


it's ironic that you bitched about me for supposedly not reading, then demonstrated that you failed to read my post


Read the rest Roll. Beside the reason that i wrote postscript and something with "at all" was, because i was trying to point out that this it not refering to your post anymore. While it is partwise still valid for your statement of drawback for other weapons system, since they exists already. Btw this is the main issue with your first post. You quoted someone who said there is a drawback already, then you write "hey there is no drawback, add one".
Red zeon
State War Academy
Caldari State
#12 - 2012-09-25 23:33:54 UTC
tldr; well majority of caldari missile platforms can choose dmg type, but they get 25% kinetic dmg bonus, so it has its tradoffs, il agree this is not the case of every ship. but i guess u forgot about this.
Tankn00blicus
Aliastra
Gallente Federation
#13 - 2012-09-26 00:12:45 UTC  |  Edited by: Tankn00blicus
Selectable damage type isn't really a game changer when everyone just blindly grabs EM projectile ammo and kinetic missiles anyway. Drones also have selectable damage type, but your options are ECM, ECM, ECM, ECM, ECM, Minmatar (explosive), or Gallente (thermal). Lasers are great weapons despite the damage type restriction. Blasters, on the other hand, not so much, and giving them selectable damage type wouldn't make them any less useless than they currently are.
Denidil
Cascades Mountain Operatives
#14 - 2012-09-26 04:45:44 UTC
Red zeon wrote:
tldr; well majority of caldari missile platforms can choose dmg type, but they get 25% kinetic dmg bonus, so it has its tradoffs, il agree this is not the case of every ship. but i guess u forgot about this.


kinetic specific bonus is going away, being replaced by a general ROF bonus that is equivalent (as part of the ship rebalancing)

Tedium and difficulty are not the same thing, if you don't realize this then STFU about game design.

Dain Highwind
La Isla del Mono
#15 - 2012-09-26 09:55:59 UTC
Shooting in falloff range is a pretty penalty for me.
m3talc0re X
The Motley Crew of Disorder
The Gorram Shiney Alliance
#16 - 2012-09-26 14:19:45 UTC
This thread, lol. I'm also omni-trained... Guns are fine as is for the most part. Arties need some work to make them viable vs AC's. The only problem with lasers really is; A) Can't do explosive damage and B) Can only fit Tachyon's on maybe 3 ships. Hybrids are pretty good right now imo. Not to mention they can do Kinetic/Thermal damage, which I guess some of you have completely forgotten that EVERYTHING is weak to one or both. As either a primary or secondary weakness.