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Amarr desperately needs new crystals with other damage types

Author
TheGunslinger42
All Web Investigations
#41 - 2013-05-22 07:45:57 UTC
The limited damage type is a trade off for other things, it's not a big deal considering how many amarr ships are now backed up by drones and even missiles
Ashriban Kador
Viziam
Amarr Empire
#42 - 2013-05-22 10:35:00 UTC
They way I see crystals should work is

Radio - Standard: EM damage, gradually moving towards Therm.
Radio = 100% EM/ 0% Therm
Microwave = 80% EM/ 20% Therm
Infared = 75% EM/ 25% Therm
Standard = 60% EM/ 40% Therm

Ultraviolet - Multifrequency: Therm damage, gradually moving towards EM.
Ultraviolet = 40% EM/60% Therm
X Ray = 25% EM/ 75% Therm
Gamma = 20% EM/ 80% Therm
Multifrequency = 0% EM/ 100% Therm

Have the 'LR' crystals do mostly shield damage, the 'SR' crystals doing mostly armor damage.

Then Conflag and Gleam are heavy close range Thermal/Armor damage crystals and Scorch and Aurora are both long range EM/Shield damage crystals.

There. Damage type selection. The numbers can be messed with of course, as they are meerly suggestions.

Also: I wouldn't be opposed to removing one of the short range crystals and adjusting things so Standard is a straight 50/50 split.
And if people think damage selection on lasers is 'too powerful' I don't mind having even T1 crystals break on occasion, provided that CCP find a way to make a full rack of grouped guns all crack their crystals at once. :/ Having to regroup guns in the middle of a fight on those rare occasions when you suddenly find your on your last 8 Scorch is a pain in the ass!

Your goals may align with some ... and with others, collide with the force of suns.

Kagura Nikon
Native Freshfood
Minmatar Republic
#43 - 2013-05-22 11:07:52 UTC
0wl wrote:
I'm a huge Amarr fan, but giving them variable dmg types would be the weapon system far to powerful imo. I do think however some the Mattari T2 EM resists are some what extreme.



Amarr have same bonus but against explosive. All races have same bonus to t2 resists.


On the other comments. some a LOL. Scorch without trackign penalty woudl be overpowered and the apoc woudl simply burn frigates left and right at 60 km. That will not happen.



What need to be done is an overall overhaul on tacklin in even so that the engagement range of 20-40 km becomes more valuable..

"If brute force does not solve your problem....  then you are  surely not using enough!"

Verity Sovereign
Sebiestor Tribe
Minmatar Republic
#44 - 2013-05-22 11:21:06 UTC  |  Edited by: Verity Sovereign
sabre906 wrote:
And exp lasers are harder to explain lore wise.


Not at all, Kinetic lasers would be. Explosive lasers should be limited to pulse lasers.

Shimrod Ombreflamme wrote:
Physic says no.

Laser are made of light, light is made of photons, photons do not explode and have kinetic impact.

So, EM and Thermal only for Lasers.


So many people on EVE fail at physics.


http://panoptesv.com/SciFi/LaserDeathRay/DamageFromLaser.php

Quote:
For a sufficiently low power flux the thin surface layer will be heated to the fluid state but will stay beyond the evaporation temperature, while the solid-fluid interface will slowly progress into the bulk material by heat conduction. In iron the typical progress rate is about 10-2 cm ms-1, and the power flux for this situation may be around 106 W cm-2. [...]
At a somewhat higher power flux, between 106 to 108 Wcm2 [sic], the thin absorbing surface layer is heated up to its evaporation temperature before the solid-fluid interface has progressed appreciably into the material by heat conduction. Thus, with continuing laser power, a less than μ-thick layer of material will continually evaporate, with the material-air interface progressing into the material. Typically a gas jet develops [...]. The gas jet ejects also part of the molten material, thus that the progress rate of the hole is faster than with evaporation of all the material. [...]

At a still higher flux of 109 to 1010 Wcm-2, after initial evaporation of the surface layer, the gas jet is thermally ionized and absorbs most of the incident radiation, which is such blocked away from the material. The surface layer explodes with an ultrasonic jet, its temperature may rise beyond 10 105 ° K [sic], its pressure beyond 103 at.[
...
A thin layer of target material is flashed to plasma, and the plasma absorbs the rest of the pulse. At this point, the plasma is at extremely high pressure, much greater pressure than the strength of the target material.
The expanding plasma launches a blast wave. A shell of hot vapor blasts out into the air, while a shell of super-hot, highly compressed material propagates into the target. Pressures are so high the target material flows like a fluid.
...
Eventually, the blast wave has done so much work pushing through the target material and has spread out so much that the pressure is no longer far in excess of the material strength.


Or you can use this calculator here:
http://www.5596.org/cgi-bin/laser.php
Note after doing the calculation (fire lasers), one of the catagories is "impulse shock" with a yes/no value.
Click on impulse shock, and the description states:
Quote:
mpulse shock indicates that the armor is vaporized at a rate exceeding the speed of sound, tearing and damaging the surrounding hull. You can pretty much consider the compartment utterly destroyed.



This isn't even lore, its hard science/real physics.

Basically, if your laser blast is sufficiently powerful, the surface of the target explodes from the sudden heating creating an expanding gas (a literal explosion)
Drake Doe
88Th Tax Haven
#45 - 2013-05-22 12:16:50 UTC
Ashriban Kador wrote:
They way I see crystals should work is

Radio - Standard: EM damage, gradually moving towards Therm.
Radio = 100% EM/ 0% Therm
Microwave = 80% EM/ 20% Therm
Infared = 75% EM/ 25% Therm
Standard = 60% EM/ 40% Therm

Ultraviolet - Multifrequency: Therm damage, gradually moving towards EM.
Ultraviolet = 40% EM/60% Therm
X Ray = 25% EM/ 75% Therm
Gamma = 20% EM/ 80% Therm
Multifrequency = 0% EM/ 100% Therm

Have the 'LR' crystals do mostly shield damage, the 'SR' crystals doing mostly armor damage.

Then Conflag and Gleam are heavy close range Thermal/Armor damage crystals and Scorch and Aurora are both long range EM/Shield damage crystals.

There. Damage type selection. The numbers can be messed with of course, as they are meerly suggestions.

Also: I wouldn't be opposed to removing one of the short range crystals and adjusting things so Standard is a straight 50/50 split.
And if people think damage selection on lasers is 'too powerful' I don't mind having even T1 crystals break on occasion, provided that CCP find a way to make a full rack of grouped guns all crack their crystals at once. :/ Having to regroup guns in the middle of a fight on those rare occasions when you suddenly find your on your last 8 Scorch is a pain in the ass!




I see this as a decent way to map hybrid damage, with thermal being short range since blasters are supposed to be gallente based and kinetic for long range. Starting with antimatter doing the highest thermal and lead doing the highest kinetic.

"The homogenization of EVE began when Gallente and Caldari started sharing a weapon system."---Vermaak Doe-- "Ohh squabbles ohh I love my dust trolls like watching an episode of Maury with less " Is he my Dad " but more of " My Neighbor took a dump on my lawn " good episode! pops more corn" ---Evernub--

Lai HasCake
Republic Military School
Minmatar Republic
#46 - 2013-05-22 14:08:50 UTC
This topic is ridiculous CCP are never going to change the damage type of a weapon because it would mean rebalancing every damage resist on every ship.
The amount of time and money they would have to waste implementing this idea is stupid and I'm sure I can speak for pretty much every player when I say I would rather development time and budget was spent on content that actually requires attention.
Rented
Hunter Heavy Industries
#47 - 2013-05-23 02:11:30 UTC
Lai HasCake wrote:

This isn't what happens in a vacuum and you can't state what would happen when they are absorbed by shields either.

Lasers don't need adjustment. Sure they have strengths and weaknesses but so does every system.
If you want to be able to deal different damage types you will have to put up with a 10 second reload time like missiles and projectiles.

And quit complaining you have Scorch.


A vacuum wouldn't change the situation, and you can't state what happens when a bullet hits shields either for that matter(or even what the shields actually are).

I was neither complaining or agreeing with the OP, I merely felt like jumping on the tangent wagon.
Brent Anderson
Societas Imperialis Sceptri Coronaeque
Khimi Harar
#48 - 2013-05-23 04:01:37 UTC
I know by physics my Idea should work it is based on the simple fact that the laser is "melting" the core and pushing via photon small bits of the core along with it in the laser stream. The atoms travel in the stream and when the laser strikes it target the atoms strike as well causing more damage.

those that say that is a Rail gun I beg to differ as this is a steam of atoms inside the laser beam not a larger mass of metal being accelerated via magnetic of gravity means.

Many of you have already seen this idea if you ever watched star trek this is what a "Phaser" is a laser with a particle accelerator component in its design.
Ashriban Kador
Viziam
Amarr Empire
#49 - 2013-05-24 09:27:31 UTC
Drake Doe wrote:
I see this as a decent way to map hybrid damage, with thermal being short range since blasters are supposed to be gallente based and kinetic for long range. Starting with antimatter doing the highest thermal and lead doing the highest kinetic.


I don't see why it can't be the same for projectiles as well, long range being mostly kinetic short range being mostly explosive.

But that's just me being kind of OCD I think.

Your goals may align with some ... and with others, collide with the force of suns.

Johann Rascali
The Milkmen
Sedition.
#50 - 2013-05-24 11:16:37 UTC
I'm surprised nobody's mentioned that EVE already has explosivecrystals. Could've sworn there were kinetic ones too, but I don't see them.

Blanking signatures doesn't seem to work, so this is here.

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