These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Ships & Modules

 
  • Topic is locked indefinitely.
12Next page
 

So, how about these hidden ammo types?

Author
Tarsas Phage
Sniggerdly
#1 - 2013-03-04 23:15:46 UTC

Perhaps a CCP Fozzie or another dev would care to comment on these items -

Right now we have 2 flavors of advanced ammo to choose from for each T2 turret type (eg; Null and Void for T2 Blasters, Gleam and Aurora for T2 Beams, and so on.)

In the database there is also a third, unpublished flavor for each turret T2 type, such as:

Storm and Shock (EM+Thermal damage for T2 AutoCannons and Arties)
Blaze and Lux (Explosive+EM damage for T2 Pulses and Beams)
Desolation and Bolt (EM damage for T2 Blasters and Rails)

While these items and their respective stats have probably been languishing in the database for who knows how long and thus aren't anywhere near being ready for general consumption, the concept of mixing up the typical damage types for a given race's turret types outside of ACs and Arties seems intriguing at least. Or perhaps that might not be a good thing?
BadAssMcKill
Aliastra
#2 - 2013-03-04 23:25:04 UTC
I think it'd be cool if they got introduced with severe drawbacks for shooting a different type of damage but I doubt we'll see them any time soon
Kosetzu
The Black Crow Bandits
Northern Coalition.
#3 - 2013-03-04 23:36:23 UTC
Those ammo types used to be in the game, but was removed. I don't know the specific reasoning behind it, but we don't need to homogenize the different weapons with this type of ammo. Don't get your hopes up at scanning through the database, there's plenty of other modules and ships in there you will never get to use.
Tarsas Phage
Sniggerdly
#4 - 2013-03-04 23:42:13 UTC
Kosetzu wrote:
Those ammo types used to be in the game, but was removed. I don't know the specific reasoning behind it, but we don't need to homogenize the different weapons with this type of ammo. Don't get your hopes up at scanning through the database, there's plenty of other modules and ships in there you will never get to use.


Ah, I wasn't aware that they had previously existed in-game since I can't recall any of the old-timers I know referring to them. I take it these were a part of the original T2 release?
Haulie Berry
#5 - 2013-03-04 23:44:36 UTC
BadAssMcKill wrote:
I think it'd be cool if they got introduced with severe drawbacks for shooting a different type of damage but I doubt we'll see them any time soon


Because ammo with severe drawbacks worked so well in the past, right? Roll
sabre906
The Scope
Gallente Federation
#6 - 2013-03-04 23:56:34 UTC
BadAssMcKill wrote:
I think it'd be cool if they got introduced with severe drawbacks for shooting a different type of damage but I doubt we'll see them any time soon


Where's the severe drawbacks for projectiles?Roll
Inkarr Hashur
Skyline Federation
#7 - 2013-03-05 00:28:39 UTC
Tarsas Phage wrote:

Perhaps a CCP Fozzie or another dev would care to comment on these items -

Right now we have 2 flavors of advanced ammo to choose from for each T2 turret type (eg; Null and Void for T2 Blasters, Gleam and Aurora for T2 Beams, and so on.)

In the database there is also a third, unpublished flavor for each turret T2 type, such as:

Storm and Shock (EM+Thermal damage for T2 AutoCannons and Arties)
Blaze and Lux (Explosive+EM damage for T2 Pulses and Beams)
Desolation and Bolt (EM damage for T2 Blasters and Rails)

While these items and their respective stats have probably been languishing in the database for who knows how long and thus aren't anywhere near being ready for general consumption, the concept of mixing up the typical damage types for a given race's turret types outside of ACs and Arties seems intriguing at least. Or perhaps that might not be a good thing?

I'm going to assume they are NPC-only flavors of ammo specifically added to make coding stuff simpler.
Goldiiee
Bureau of Astronomical Anomalies
#8 - 2013-03-05 00:32:03 UTC
sabre906 wrote:
BadAssMcKill wrote:
I think it'd be cool if they got introduced with severe drawbacks for shooting a different type of damage but I doubt we'll see them any time soon


Where's the severe drawbacks for projectiles?Roll

Well you gotta admit Titanium Sabot sucks so much it makes me wana cry.

Things that keep me up at night;  Why do we use a voice communication device to send telegraphs? Moore's Law should state, Once you have paid off the last PC upgrade you will need another.

sabre906
The Scope
Gallente Federation
#9 - 2013-03-05 00:40:21 UTC  |  Edited by: sabre906
Goldiiee wrote:
sabre906 wrote:
BadAssMcKill wrote:
I think it'd be cool if they got introduced with severe drawbacks for shooting a different type of damage but I doubt we'll see them any time soon


Where's the severe drawbacks for projectiles?Roll

Well you gotta admit Titanium Sabot sucks so much it makes me wana cry.


Let me rephrase that: Where's the severe drawbacks for Phased Plasma/EMP?P
BadAssMcKill
Aliastra
#10 - 2013-03-05 01:46:04 UTC
Haulie Berry wrote:
BadAssMcKill wrote:
I think it'd be cool if they got introduced with severe drawbacks for shooting a different type of damage but I doubt we'll see them any time soon


Because ammo with severe drawbacks worked so well in the past, right? Roll


I think it'd make a bit of sense lorewise I guess? Blasters aren't meant to shoot EM but we forced them to but as a result tracking goes down or range goes down

I think it'd be a fair trade off for the versatility of shooting other types of damage
Alara IonStorm
#11 - 2013-03-05 01:58:04 UTC
I would prefer they fix the T1 Ammo we have before adding new T2 versions.

8 different types of Hybrid Ammo and Laser Crystals and how many are really used.

I would like to see a system where they stream line it so that all types of Ammo have a use in all gun types, a reason to role long T1 in a Pulse Laser instead of Scorch or long Hybrid Ammo in a Blaster over Null.

Say 3-4 Ammo ranges per gun like projectiles. Laser Gamma a copy of Multi that does mostly Therm where Multi does mostly EM. Projectile Ammo that effects falloff. Long rang Laser Crystals in Pulse Lasers doing as much Dmg as Scorch at slightly shorter range. Long range Blaster Hybrid Ammo firing to null ranges for good Dmg.

Make guns less dependent on needing T2 Ammo while T2 ammo retains a slight edge. The Dev's said something about an Ammo revamp, I would like an entirely new system, redefine how range is used in EVE.
sabre906
The Scope
Gallente Federation
#12 - 2013-03-05 02:11:53 UTC
BadAssMcKill wrote:
Haulie Berry wrote:
BadAssMcKill wrote:
I think it'd be cool if they got introduced with severe drawbacks for shooting a different type of damage but I doubt we'll see them any time soon


Because ammo with severe drawbacks worked so well in the past, right? Roll


I think it'd make a bit of sense lorewise I guess? Blasters aren't meant to shoot EM but we forced them to but as a result tracking goes down or range goes down

I think it'd be a fair trade off for the versatility of shooting other types of damage


According to Eve lore ACs are supposed to shoot explosive, not EM either. So? Where's the drawback?

Alara IonStorm wrote:
I would prefer they fix the T1 Ammo we have before adding new T2 versions.

8 different types of Hybrid Ammo and Laser Crystals and how many are really used.

I would like to see a system where they stream line it so that all types of Ammo have a use in all gun types, a reason to role long T1 in a Pulse Laser instead of Scorch or long Hybrid Ammo in a Blaster over Null.

Say 3-4 Ammo ranges per gun like projectiles. Laser Gamma a copy of Multi that does mostly Therm where Multi does mostly EM. Projectile Ammo that effects falloff. Long rang Laser Crystals in Pulse Lasers doing as much Dmg as Scorch at slightly shorter range. Long range Blaster Hybrid Ammo firing to null ranges for good Dmg.

Make guns less dependent on needing T2 Ammo while T2 ammo retains a slight edge. The Dev's said something about an Ammo revamp, I would like an entirely new system, redefine how range is used in EVE.


At least lasers swap instantly, not that anyone bothers to finetone crystals for slight range differences. When it comes to hybrids, the reload time kills even theoretical reasons to swap.
Alara IonStorm
#13 - 2013-03-05 02:17:01 UTC
sabre906 wrote:

At least lasers swap instantly, not that anyone bothers to finetone crystals for slight range differences. When it comes to hybrids, the reload time kills even theoretical reasons to swap.

Five seconds isn't that long, what is needed is a real reason to swap. Tracking and falloff for small ships or a slight mid range kind of deal with low damage as an emergency backup, Ammo Dmg type balance fore T2 Ships between Therm and Kin.

If a certain Ammo type isn't doing the job then that is the time to take 5 seconds and pull another, the point being they are not teeny tiny increments of increase but drastically effect how your guns work.
Muad 'dib
State War Academy
Caldari State
#14 - 2013-03-05 02:41:36 UTC
Blaze is the most sought after ammo since laser weapons where invented.

love to get me mits on some of that

Cosmic signature detected. . . . http://i.imgur.com/Z7NfIS6.jpg I got 99 likes, and this post aint one.

Bizheep
Advanced Technology
#15 - 2013-03-05 05:29:05 UTC
sabre906 wrote:
BadAssMcKill wrote:
I think it'd be cool if they got introduced with severe drawbacks for shooting a different type of damage but I doubt we'll see them any time soon


Where's the severe drawbacks for projectiles?Roll

wanna compare void to hail?
John Ratcliffe
Tradors'R'us
IChooseYou Alliance
#16 - 2013-03-05 11:20:11 UTC
BadAssMcKill wrote:
I think it'd be cool if they got introduced with severe drawbacks for shooting a different type of damage but I doubt we'll see them any time soon


That's silly. they should be introduced without any draw back at all. All weapon systems should be able to use all damage types with no penalty.

Plus ça change, plus c'est la même chose

sabre906
The Scope
Gallente Federation
#17 - 2013-03-05 12:26:10 UTC
Alara IonStorm wrote:
sabre906 wrote:

At least lasers swap instantly, not that anyone bothers to finetone crystals for slight range differences. When it comes to hybrids, the reload time kills even theoretical reasons to swap.

Five seconds isn't that long, what is needed is a real reason to swap. Tracking and falloff for small ships or a slight mid range kind of deal with low damage as an emergency backup, Ammo Dmg type balance fore T2 Ships between Therm and Kin.

If a certain Ammo type isn't doing the job then that is the time to take 5 seconds and pull another, the point being they are not teeny tiny increments of increase but drastically effect how your guns work.


It's too long to swap for 10% range difference. Where for lasers some people actually bother to do it since it's instant and there's no downside other than hassle.
Meditril
Hoplite Brigade
Ushra'Khan
#18 - 2013-03-05 14:31:02 UTC
There are good reasons not to deploy the "hidden" ammo types. This makes sure that all weapon types have their weaknesses. Especially after the Blaster buff giving blasters the possibility to freely chose damage type would be completely overpowered.
Sergeant Acht Scultz
School of Applied Knowledge
Caldari State
#19 - 2013-03-05 15:37:20 UTC  |  Edited by: Sergeant Acht Scultz
Bizheep wrote:
sabre906 wrote:
BadAssMcKill wrote:
I think it'd be cool if they got introduced with severe drawbacks for shooting a different type of damage but I doubt we'll see them any time soon


Where's the severe drawbacks for projectiles?Roll

wanna compare void to hail?



Hail

Void

List

3 out of top 5 are projectile weapons, 1 hybrid

5 out of top 10 are projectile weapons, 2 hybrid

Blasters are OP...or not

removed inappropriate ASCII art signature - CCP Eterne

Meditril
Hoplite Brigade
Ushra'Khan
#20 - 2013-03-05 16:27:06 UTC
Sergeant Acht Scultz wrote:
Bizheep wrote:
sabre906 wrote:
BadAssMcKill wrote:
I think it'd be cool if they got introduced with severe drawbacks for shooting a different type of damage but I doubt we'll see them any time soon


Where's the severe drawbacks for projectiles?Roll

wanna compare void to hail?



Hail

Void

List

3 out of top 5 are projectile weapons, 1 hybrid

5 out of top 10 are projectile weapons, 2 hybrid

Blasters are OP...or not


The links you are providing are out-dated! You should check the in-game stats.
Furthermore, blasters are completely OP once you get into scram + web range. Especially since most Gallente Ships can combine them with drone damage and big tank too.
12Next page