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Faction Weapons Balance (Turrets vS Launchers)

Author
Fango Mango
University of Caille
Gallente Federation
#21 - 2011-11-02 00:57:46 UTC
Joe Risalo wrote:


here's a bit of math for you.

Looking at all skills lvl 5, caldari 350mm railgun has the same dps as meta 4, yet fed navy has more dps...

So why are you comparing turrets to launchers, when two turrets of the same meta lvl being compared to the same meta 4 turret don't even have the same dps?

Again, I'm saying that you're comparing two completely different items, when 2 items that are almost the exact same don't even share the same stats.

stop comparing steak and chicken when you can't even compare the two chickens.



Again read the original post. I specified the Fed Navy.

The Caldari Navy Railgun is the "low fitting requirement", "longer range" version
That's great, its good to have diversity. But if Some faction weapons are going to be significantly better than meta 4 shouldn't all faction weapons be significantly better than their meta 4 counterpart?

But you do a great job of PROVING MY POINT. The bonuses given to the Faction hybrid turrets suck.
The Bonuses given Caldari Faction Launchers are awesome.

Why???
Was it intentional to balance weapon systems or role-play reasons, or was it just an oversight.

If it was an oversight, can we get it fixed?


Joe Risalo
State War Academy
Caldari State
#22 - 2011-11-02 01:17:37 UTC  |  Edited by: Joe Risalo
Fango Mango wrote:


Again read the original post. I specified the Fed Navy.

The Caldari Navy Railgun is the "low fitting requirement", "longer range" version
That's great, its good to have diversity. But if Some faction weapons are going to be significantly better than meta 4 shouldn't all faction weapons be significantly better than their meta 4 counterpart?

But you do a great job of PROVING MY POINT. The bonuses given to the Faction hybrid turrets suck.
The Bonuses given Caldari Faction Launchers are awesome.

Why???
Was it intentional to balance weapon systems or role-play reasons, or was it just an oversight.

If it was an oversight, can we get it fixed?




You're missing my point.

You can't compare them.

And your statement has proven my point as well.

You can't compare caldari rails to fed navy rails because they have a different function.
WELL, launchers have a different function than turrets.


Now, the balance issues of hybrid turrets.

This has already been noted by CCP and they're working on it, but it's not a matter of faction aren't as good, it's a matter of hybrids aren't good enough to compete.

However, they're not determining the balance of hybrids based on equalization with launchers.

They're all different and can't be based off one another.

Not to mention each ship makes a difference in the damage output of what it fits and what damage type it does.

Ships aren't even balanced off the stats of other ships.

Ship A has more dps, ship B has more tank, Ship C has more range, ship D has more cap warfare ability, ship e has more jamming capability, ship f is faster, ship g has better agility.

You get my point?

It's not a matter of tomato tomauto.

It's a matter of potato, tomato, grapefruit, pinecone, baseball.

Just because they're all round doesn't mean they're all meant to be eaten or thrown.

They each have their own uses. Same with turrets and launchers.
Fango Mango
University of Caille
Gallente Federation
#23 - 2011-11-02 01:32:13 UTC  |  Edited by: Fango Mango
Joe Risalo wrote:


You're missing my point.

You can't compare them.

And your statement has proven my point as well.

You can't compare caldari rails to fed navy rails because they have a different function.
WELL, launchers have a different function than turrets.


Now, the balance issues of hybrid turrets.

This has already been noted by CCP and they're working on it, but it's not a matter of faction aren't as good, it's a matter of hybrids aren't good enough to compete.

However, they're not determining the balance of hybrids based on equalization with launchers.

They're all different and can't be based off one another.

Not to mention each ship makes a difference in the damage output of what it fits and what damage type it does.

Ships aren't even balanced off the stats of other ships.

Ship A has more dps, ship B has more tank, Ship C has more range, ship D has more cap warfare ability, ship e has more jamming capability, ship f is faster, ship g has better agility.

You get my point?

It's not a matter of tomato tomauto.

It's a matter of potato, tomato, grapefruit, pinecone, baseball.

Just because they're all round doesn't mean they call all be eaten or thrown.

They each have their own uses. Same with turrets and launchers.



Ugh its like trying to explain quantum mechanics to someone who never took calculus.

Consider the following statements that I believe should be true in a balanced game. . .

1) A Faction weapon should be significantly better than its meta 4 version

2) If one race has a faction weapon system that offers significant advantage over its meta 4 version, then each race should have a faction weapon system that offers significant advantage over its meta 4 version.

Which one of those statements do you NOT agree with.
Insane Randomness
Stellar Pilgrimage
#24 - 2011-11-02 04:49:18 UTC
I've heard enough. Like everyone else said, your compairing apples to oranges. I'm going to go even farther here and say this, your compairing apples too say, pickles, or even better, apples too say, bread. Or more like your compairing a bomb too a gun. They both have a somewhat similar result, they estroy things using explosives, but the way they go about doing it are two TOTALLY different things.

All of the faction variants have beneficial increases over their meta 4 counterparts. AYE, it's not firepower, big woop. Firepower is where the missile systems lack most, unless you have serious skills. Projectiles have issues with tracking, lasers with cap usage, hybrids with range, all issues, all different. The faction's improve upon this. The guns don't need better DPS, they need better ranges or tracking or what not, so the factions choose to improve upon that, not firepower. Missiles on the other hand don't rely on tracking as much, and definitely not range, since they are the longest range weapons in game.

I'll go easy on you, since your obviously newb at this, acting like a typical gallente pilot, whom can't understand why his guns don't do anything: missiles need the firepower to make up for their flgth time. It was never a roleplay bonus, it was never an imbalance, except in the case of hybrids, which gradually grew out of favor because of multiple buffs and nerfs (back in '08, when I first started playing, a blasterthron was the biggest baddest PvP boat around.) It just has too do with base characteristics.

Also, from a ROLEPLAY perspective, yes the Caldari state may be the most advanced, but from a GAMEPLAY perspective you mostly have the same result. Every faction is not equal, 'cept for the bloody gallente, whom they''re fixing. Otherwise it wouldn't work so well, and you'd have people complaining all the time...

Wait...
gegabitelord
Caldari State
#25 - 2011-11-02 04:53:18 UTC  |  Edited by: gegabitelord
Fango Mango wrote:


Ugh its like trying to explain quantum mechanics to someone who never took calculus.

Consider the following statements that I believe should be true in a balanced game. . .

1) A Faction weapon should be significantly better than its meta 4 version

2) If one race has a faction weapon system that offers significant advantage over its meta 4 version, then each race should have a faction weapon system that offers significant advantage over its meta 4 version.

Which one of those statements do you NOT agree with.


I think one point that is being missed is that hybrids/lasers/arty all get bonuses from the ships they are mounted to and these are usually bonuses to both falloff/tracking and damage multiplier where missiles usually only get bonuses to range and rate of fire, not only that but t2 turrets using t2 ammo have higher dps and damage per volley than faction turrets using faction ammo, meaning you're not using t2 turrets properly until you're also using t2 ammo.

So I don't know about you but it seems to me that it's already balanced (sort of) except that hybrid turrets have terrible tracking speed for what are suppose to be close range weapons, and CCP is already working on that right now.
Fango Mango
University of Caille
Gallente Federation
#26 - 2011-11-02 16:25:06 UTC
Insane Randomness wrote:
I've heard enough. Like everyone else said, your compairing apples to oranges. I'm going to go even farther here and say this, your compairing apples too say, pickles, or even better, apples too say, bread. Or more like your compairing a bomb too a gun. They both have a somewhat similar result, they estroy things using explosives, but the way they go about doing it are two TOTALLY different things.

All of the faction variants have beneficial increases over their meta 4 counterparts. AYE, it's not firepower, big woop. Firepower is where the missile systems lack most, unless you have serious skills. Projectiles have issues with tracking, lasers with cap usage, hybrids with range, all issues, all different. The faction's improve upon this. The guns don't need better DPS, they need better ranges or tracking or what not, so the factions choose to improve upon that, not firepower. Missiles on the other hand don't rely on tracking as much, and definitely not range, since they are the longest range weapons in game.

This is the part you do not seem to get.

The racial faction turrets DO NOT get bonuses to range, tracking, or fitting.
If they did, that would be wonderful . . .


Insane Randomness wrote:

I'll go easy on you, since your obviously newb at this, acting like a typical gallente pilot, whom can't understand why his guns don't do anything: missiles need the firepower to make up for their flgth time. It was never a roleplay bonus, it was never an imbalance, except in the case of hybrids, which gradually grew out of favor because of multiple buffs and nerfs (back in '08, when I first started playing, a blasterthron was the biggest baddest PvP boat around.) It just has too do with base characteristics.


Its not just gallente . . .
Amar/Minmatar/Gallente Faction weapon systems all have about the same bonus relative to their meta 4 counterpart.

The Caldari Missile systems are much better than their meta 4 counterpart

Insane Randomness wrote:

Also, from a ROLEPLAY perspective, yes the Caldari state may be the most advanced, but from a GAMEPLAY perspective you mostly have the same result. Every faction is not equal, 'cept for the bloody gallente, whom they''re fixing. Otherwise it wouldn't work so well, and you'd have people complaining all the time...

Wait...


Again the problem that I see

Caldari Missile Systems ARE SIGNIFICANTLY BETTER than their Meta 4 Equiv.

The other racial weapon systems are SLIGHTLY BETTER that their Meta 4 Equiv.

This is why Caldari Missile Launchers fly like hotcakes off the contract market and the other faction weapon systems are never used.


Fango Mango
University of Caille
Gallente Federation
#27 - 2011-11-02 16:29:26 UTC  |  Edited by: Fango Mango
Fango Mango wrote:
Insane Randomness wrote:
I've heard enough. Like everyone else said, your compairing apples to oranges. I'm going to go even farther here and say this, your compairing apples too say, pickles, or even better, apples too say, bread. Or more like your compairing a bomb too a gun. They both have a somewhat similar result, they estroy things using explosives, but the way they go about doing it are two TOTALLY different things.

All of the faction variants have beneficial increases over their meta 4 counterparts. AYE, it's not firepower, big woop. Firepower is where the missile systems lack most, unless you have serious skills. Projectiles have issues with tracking, lasers with cap usage, hybrids with range, all issues, all different. The faction's improve upon this. The guns don't need better DPS, they need better ranges or tracking or what not, so the factions choose to improve upon that, not firepower. Missiles on the other hand don't rely on tracking as much, and definitely not range, since they are the longest range weapons in game.


This is the part you do not seem to get.

The racial faction turrets DO NOT get bonuses to range, tracking, or fitting.
If they did, that would make them significantly better than their meta 4 equivs.
I don't think that Faction turrets need more damage. I think they need to be signifcantly better than the meta 4 equiv.
That could take the form of damage, rof, tracking, falloff, optimal, or fitting requirements


Insane Randomness wrote:

I'll go easy on you, since your obviously newb at this, acting like a typical gallente pilot, whom can't understand why his guns don't do anything: missiles need the firepower to make up for their flgth time. It was never a roleplay bonus, it was never an imbalance, except in the case of hybrids, which gradually grew out of favor because of multiple buffs and nerfs (back in '08, when I first started playing, a blasterthron was the biggest baddest PvP boat around.) It just has too do with base characteristics.


Its not just gallente . . .
Amar/Minmatar/Gallente Faction weapon systems all have about the same bonus relative to their meta 4 counterpart.

The Caldari Missile systems are much better than their meta 4 counterpart.

Insane Randomness wrote:

Also, from a ROLEPLAY perspective, yes the Caldari state may be the most advanced, but from a GAMEPLAY perspective you mostly have the same result. Every faction is not equal, 'cept for the bloody gallente, whom they''re fixing. Otherwise it wouldn't work so well, and you'd have people complaining all the time...

Wait...



The Caldari Missile Systems have much better bonuses than any of the other faction weapon systems when compared to their meta 4 counterpart. If you don't understand that you are incapable of performing basic math so stay away from discussions you don't belong in.

My question is simply. WHY where they given better bonuses?

Is that what the devs intended? If not should it be fixed?
Joe Risalo
State War Academy
Caldari State
#28 - 2011-11-02 18:29:10 UTC
Fango Mango wrote:

The Caldari Missile Systems have much better bonuses than any of the other faction weapon systems when compared to their meta 4 counterpart. If you don't understand that you are incapable of performing basic math so stay away from discussions you don't belong in.

My question is simply. WHY where they given better bonuses?

Is that what the devs intended? If not should it be fixed?


YOUR MISSING THE POINT

There's not really a way to explain this to you because you continue to disagree with everyone else posting on here who has said you're comparing two different things that shouldn't be compared.

So we'll try comparing it another way.

We'll compare two ships that use the same turret type, and the same number of turrets, but belong to different races.

(All skills lvl 5, no other modules)
hyperion
8 turret slots
meta 4 350mm - 315 dps
Fed navy 350mm - 377 dps

Rokh
8 turret slots
meta 4 350mm - 252 dps
Fed navy 350mm - 301 dps

WHA?!?!?!?

Why does they hyperion overpower the Rokh? I mean, they're both meta 3 bs's, they both have 8 high slots and 8 turret hardpoints, so why is the hyperion more powerful???

Oh wait, that's right, they're two completely different things with two completely different functions.

The Rokh is a sniper boat while the hyperion is a close range boat.

The Hyperion, fitted with meta 4 turrets, has 14.55% more dps than the megathron.

But the Rokh only has 2.86% more dps than the raven.

The Hyperion has 25% more damage than the Rohk.

The megathron has 12.24% more damage than the Raven.

How is this Fair?

The caldari meta 3 bs is only 2.86% better than the meta 2 bs, while the gallente meta 3 bs is 14.55% better than the meta 2 bs, but the gallente meta 2 bs is already 12.24% better than the caldari meta 2 bs, making the gallente bs 25% better than the caldari meta 3 bs....

Or wait, maybe it's not a matter of damage.....Maybe it's a matter of how they do the damage??

Perhaps they're different because they're designed to be different?

Perhaps their damage is determined by their overall functionality?

Perhaps comparing different items in the game will get you no where in balance?


You can't base the balance of a turret based off of a launcher.

Balancing is so much more difficult than equal percentages.

Doing so will result in the game having several ships, all with the same abilities.

So essentially, there would be one ship in game, just with different skins.

you have to balance the turrets and launchers while fitted to ships.

then you have to factor the other functions of the ship.

Then you have to factor the speed, range, agility, scan res, warp speed, signature...blah blah blah.

You're trying to suggest balancing one item based off the stats of another item without actually factoring the functionality of the items, the ships in which they'll be on, or the ships in which they'll be fighting against.


Kill this thread and let the big boys at CCP work on balancing, because your method of balancing will kill the game for sure.
Fango Mango
University of Caille
Gallente Federation
#29 - 2011-11-02 19:36:00 UTC
Why are you so focused on comparing missiles the hybrids
I never said anything about the relative strength of missiles to Hybrids or suggested it needed to be changed
I only compared how much of a Boost the different Faction Weapon Systems get over Meta 4 Weapon Systems


1) I compared Faction Missile Launchers to Meta 4 missile Launchers

2) I then compared Faction Turrets (all 3 racial types) to their respective Meta 4 turret.

3) I then showed that the difference between Faction Missile Launchers and Meta 4 Missile launchers is much greater than the difference between Faction Turrets and Meta 4 turrets

Then I asked a very simple question . . . Why?

Was it intentional, if so what were the reasons?

If it was not intentional, should it be fixed?

Joe Risalo
State War Academy
Caldari State
#30 - 2011-11-02 19:41:45 UTC
Fango Mango wrote:
Why are you so focused on comparing missiles the hybrids
I never said anything about the relative strength of missiles to Hybrids or suggested it needed to be changed
I only compared how much of a Boost the different Faction Weapon Systems get over Meta 4 Weapon Systems


1) I compared Faction Missile Launchers to Meta 4 missile Launchers

2) I then compared Faction Turrets (all 3 racial types) to their respective Meta 4 turret.

3) I then showed that the difference between Faction Missile Launchers and Meta 4 Missile launchers is much greater than the difference between Faction Turrets and Meta 4 turrets

Then I asked a very simple question . . . Why?

Was it intentional, if so what were the reasons?

If it was not intentional, should it be fixed?



It was intentional. They're balanced based off the ships they go on and the ships they shoot.

However, again, with hybrids CCP is working on fixing them cause they suck.

Everything else is exactly that way on purpose.

Doesn't mean they don't need some balancing, but basing that balance off the % difference from one module to it's meta 4 counter part won't work in the slightest.

Other than hybrids, everything else is working as intended when you fit it on a ship.
Fango Mango
University of Caille
Gallente Federation
#31 - 2011-11-02 20:31:01 UTC
Joe Risalo wrote:


It was intentional. They're balanced based off the ships they go on and the ships they shoot.

However, again, with hybrids CCP is working on fixing them cause they suck.

Everything else is exactly that way on purpose.

Doesn't mean they don't need some balancing, but basing that balance off the % difference from one module to it's meta 4 counter part won't work in the slightest.

Other than hybrids, everything else is working as intended when you fit it on a ship.



Thanks!!! Agree with you on almost all these points. I was hoping there was some dev blog or something about it from back in the day.

The main reason I care, is because faction weapons are only a viable upgrade path for caldari.

Because Caldari Faction launchers are so much better than level 4 (and better than T2 when using standard/faction ammo), they are highly sought after on the contract market. There is a near infinite requirement at relative to LP/ISK/TAGs high price.

Because the other faction weapon systems are barely better than meta 4, and much worse than T2, there are very limited cases where it makes sense to ever use them. As such their demand is low and profit low.

If every race had a significant upgrade path from meta 4 other than T2, I think it would make the game more fun (shinny things for everyone, not just caldari), and we would have more viable items on the faction trade market (more profit!!!).

Joe Risalo
State War Academy
Caldari State
#32 - 2011-11-02 20:49:19 UTC
Fango Mango wrote:
Joe Risalo wrote:


It was intentional. They're balanced based off the ships they go on and the ships they shoot.

However, again, with hybrids CCP is working on fixing them cause they suck.

Everything else is exactly that way on purpose.

Doesn't mean they don't need some balancing, but basing that balance off the % difference from one module to it's meta 4 counter part won't work in the slightest.

Other than hybrids, everything else is working as intended when you fit it on a ship.



Thanks!!! Agree with you on almost all these points. I was hoping there was some dev blog or something about it from back in the day.

The main reason I care, is because faction weapons are only a viable upgrade path for caldari.

Because Caldari Faction launchers are so much better than level 4 (and better than T2 when using standard/faction ammo), they are highly sought after on the contract market. There is a near infinite requirement at relative to LP/ISK/TAGs high price.

Because the other faction weapon systems are barely better than meta 4, and much worse than T2, there are very limited cases where it makes sense to ever use them. As such their demand is low and profit low.

If every race had a significant upgrade path from meta 4 other than T2, I think it would make the game more fun (shinny things for everyone, not just caldari), and we would have more viable items on the faction trade market (more profit!!!).




yeah, i'm not sure how familiar with launchers you are, but t2 launchers are actually more prefered that faction, even with only t1 or faction ammo.

With all skills lvl 5 and 4 launchers on a scorpion.( all skills V, and not other modules)

You get 4 more dps with faction launchers than you do t2 launchers.
So they're not worth the extra isk that you pay for them vs t2 cruise launchers.

Not to mention with t2 missiles you have the option of high damage or smaller exp radius, which for missile pilots means more effective dps.

Caldari navy launchers aren't worth it to most players, so i dont' know who's buying them.

i know tons of people use faction missiles, but I don't know that I've ever seen someone using faction launchers.

Arbalest launchers are good enough on their own to get you by until you have t2 launchers.

So I'm not sure where you got the info from the caldari launchers sell a lot.

Caldari missiles and caldari ballistic controls on the other hand sell quite a few.

http://eve-central.com/home/typesearch.html?search=cruise+missile

that link is to items bought and sold listed under "cruise missile"

Caldari Navy Cruise Missile Launcher doesn't even show up as one of the options.

So like I said, i don't think you're fully informed in this matter. (not trying to offend you)

Caldari missiles and caldari ballistics sell quite well though.
Fango Mango
University of Caille
Gallente Federation
#33 - 2011-11-02 22:01:57 UTC  |  Edited by: Fango Mango
Joe Risalo wrote:

yeah, i'm not sure how familiar with launchers you are, but t2 launchers are actually more prefered that faction, even with only t1 or faction ammo.

With all skills lvl 5 and 4 launchers on a scorpion.( all skills V, and not other modules)

You get 4 more dps with faction launchers than you do t2 launchers.
So they're not worth the extra isk that you pay for them vs t2 cruise launchers.

Not to mention with t2 missiles you have the option of high damage or smaller exp radius, which for missile pilots means more effective dps.

Caldari navy launchers aren't worth it to most players, so i dont' know who's buying them.

i know tons of people use faction missiles, but I don't know that I've ever seen someone using faction launchers.

Arbalest launchers are good enough on their own to get you by until you have t2 launchers.

So I'm not sure where you got the info from the caldari launchers sell a lot.

Caldari missiles and caldari ballistic controls on the other hand sell quite a few.

http://eve-central.com/home/typesearch.html?search=cruise+missile

that link is to items bought and sold listed under "cruise missile"

Caldari Navy Cruise Missile Launcher doesn't even show up as one of the options.

So like I said, i don't think you're fully informed in this matter. (not trying to offend you)

Caldari missiles and caldari ballistics sell quite well though.



I'm familiar enough to use them on an all missile caldari alt.

I agree that T2s are a cost effective alternative to Faction Launchers and deal more damage when using T2 ammo. Hell, I personally don't use Faction launchers and because T2 launchers are easier to train that T2 turrets (because the large missiles don't have the smaller missiles as prereqs) I don't see why anyone would use faction launchers, but based on my wallet's experience, they do.

If you don't use T2 ammo . . . Faction Launchers provide slightly higher dps (3.9% a T2 skill level 5 or 5.8% at T2 skill level 4), but have a faster firing rate and therefore use more ammo.

These statements are true . . .
Faction Launchers are much better than their meta 4 counter parts.
Faction Launchers are slightly better than T2 in some circumstances.

Faction Turrets are slightly better than their meta 4 counter parts.
Faction Turrets are much worse than their T2 counterparts

First, that just doesn't seem fair to the other races . . . their factions can't build something at least as good as T2???

This is backed up by the fact that some caldari Missile systems are VERY Popular. Just check out the faction buy mailing lists. Eveyone wants Fed Navy Webs, Everyone wants Caldari Balistic Systems, Some* people buy Caldari Missile Systems, No one buys any of the other Faction Weapon Systems.

Why do I care?
Maybe I like symmetry (not balance - symmetry)
Maybe I want to give everyone an upgrade path like the missile users have
Maybe I just want more people to buy faction mods . . .
Nezumiiro Noneko
Alternative Enterprises
#34 - 2011-11-02 22:15:39 UTC  |  Edited by: Nezumiiro Noneko
Fango Mango wrote:
[The main reason I care, is because faction weapons are only a viable upgrade path for caldari.

Because Caldari Faction launchers are so much better than level 4 (and better than T2 when using standard/faction ammo), they are highly sought after on the contract market. There is a near infinite requirement at relative to LP/ISK/TAGs high price.

Because the other faction weapon systems are barely better than meta 4, and much worse than T2, there are very limited cases where it makes sense to ever use them. As such their demand is low and profit low.



now using this argument one could counter its not that the others are broke its caldari who is. 3 races you want t2 becauss the t2 ammo is worht running, as is the weapons spec damage bonus. Its in fact why I went gun races after starting caldair missile chucker. Your eft dps damage score from ROF you do not get in game unless hitting static targets. If a faster moving target is speed offsetting damage from the cruise.....11% more rof just means you are chipping paint, jsut doing it a bit faster. Others mileage amy vary, me in ravens even with CN launcher trials still relied on drones for these moments.

If they'd fix t2 missile ammo (which have drawbacks across the board, t2 gun ammo is much more user frieldnly in this area for most offerings), t2 would be favored. As it is now.....yes there are marginal gains to CN gear since its a pita to use t2 missile ammo. Minmatar I will pack barrage and hail even for pve. Want to drop that outpost or other structure in the room fast.....get all up close and hail it. I would lobby for damage boost for the weapons specs but I see some imba there......so just wnat t2 missile ammo not gimping fits.

this is why apples and oranges and making everyone the same is bad....3 races have t2 ammo that dsoesn't suck to favoer t2 gun use.. Want all to be the same.....its easier to fix 1 race and not 3.
Fango Mango
University of Caille
Gallente Federation
#35 - 2011-11-02 22:33:33 UTC
Nezumiiro Noneko wrote:


now using this argument one could counter its not that the others are broke its caldari who is. 3 races you want t2 becauss the t2 ammo is worht running, as is the weapons spec damage bonus. Its in fact why I went gun races after starting caldair missile chucker. Your eft dps damage score from ROF you do not get in game unless hitting static targets. If a faster moving target is speed offsetting damage from the cruise.....11% more rof just means you are chipping paint, jsut doing it a bit faster. Others mileage amy vary, me in ravens even with CN launcher trials still relied on drones for these moments.

If they'd fix t2 missile ammo (which have drawbacks across the board, t2 gun ammo is much more user frieldnly in this area for most offerings), t2 would be favored. As it is now.....yes there are marginal gains to CN gear since its a pita to use t2 missile ammo. Minmatar I will pack barrage and hail even for pve. Want to drop that outpost or other structure in the room fast.....get all up close and hail it. I would lobby for damage boost for the weapons specs but I see some imba there......so just wnat t2 missile ammo not gimping fits.

this is why apples and oranges and making everyone the same is bad....3 races have t2 ammo that dsoesn't suck to favoer t2 gun use.. Want all to be the same.....its easier to fix 1 race and not 3.


Back to the original statement . . .

Caldari Missile Launchers are much better than Meta 4 and about the same as T2 turrets.
This causes caldari Missile launchers to be useful in some circumstances (they have a large market).

Everyone else has turrets that are barely better than Meta 4, and worse than T2 turrets
This causes the other Faction turrets to be basically useless (although stupid people still buy them the market is small).

If there is a reason why CCP designed Faction turrets to never be used, what was it and why where they placed in the game?

If it is an accident (or more recent changes since they were released) that Faction turrets are useless, is it time to consider giving them a boost?

Mederik
Absolute Order XVI
Absolute Honor
#36 - 2011-11-03 00:27:27 UTC
The answer your looking for is liying in PVP.

Why cause pvp ship mostly use guns and factions guns are quite expensive vs meta 4 and for 0.0 so easy to find also by ratting belts.

So they get very cheap weapons and also very powerfull if not better,,,,hehe they like it enouph

So easy cheap pvp that soud good enouph to me,
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