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(Proposal) Update Pirate Faction Ammo – Info Inside

Author
Tessi Foran
Sebiestor Tribe
Minmatar Republic
#1 - 2013-06-07 00:59:05 UTC  |  Edited by: Tessi Foran
I have been playing eve since 2005 on my main. Over the past couple years I have started running missions for the pirate factions and have bought implants, BPCs and ships to sell. One of the main things that bother me about the LP Markets for the Pirate factions is the ammo.
When you look at how the ship rebalance is going and the start of the modules I would like to see a rebalance of ammo (and I am talking a very small rebalance). A rebalance should not make one ammo type OP. The line up should always something along the lines below:

Tech 1 - Current standard damage
Navy Faction - small damage % increase then Tech 1
Tech 2 - Less raw damage then Navy Faction but has added benefits like it does now (2 types long and short)
Pirate Faction - small damage % increase over Navy Faction
Deadspace Pirate Faction - Keep as highest % of damage but add bonus of T2 ammo EX. Domination EMP give it a bonus like barrage

This would give people a reason to use more ammo types and give people a chance to learn about missions just not in low or high sec and even if they are running Lv2s or Lv3s the risk/reward is still there.

Most of the 0.0 NPC systems where missions are run currency look like Motsu did before the agent reshuffle. Its stagnate and there is hardly any risk, this would hopefully add some risk into the game.
Mole Guy
Bob's Bait and Tackle
High Bear Nation.
#2 - 2013-06-07 01:37:15 UTC
Tessi Foran wrote:
I have been playing eve since 2005 on my main. Over the past couple years I have started running missions for the pirate factions and have bought implants, BPCs and ships to sell. One of the main things that bother me about the LP Markets for the Pirate factions is the ammo.
When you look at how the ship rebalance is going and the start of the modules I would like to see a rebalance of ammo (and I am talking a very small rebalance). A rebalance should not make one ammo type OP. The line up should always be T1,T2,Navy Faction,Pirate Corp,Pirate Faction (Domination, Shadow, Gist, etc).
This would give the people who run missions for Pirate factions a new avenue along with bringing more people to NPC 0.0.

Ill continue when I get home from work


well, according to the new layout of eve it would be:
............................pirate.............................
........................................t2
..................................................................
...................................navy
...............................t1
(on ship rebalance that is). you might need to change the order you have them in. t2 should be really strong, but either extreme range long or short..
Tessi Foran
Sebiestor Tribe
Minmatar Republic
#3 - 2013-06-07 23:07:47 UTC
I would like to get some more player imput on this
Commander Ted
Caldari Provisions
Caldari State
#4 - 2013-06-07 23:45:18 UTC
Dread guristas ammo should be a little more common. 100k a heavy missile? ok.

https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec.

Sean Parisi
Blackrise Vanguard
#5 - 2013-06-08 00:03:43 UTC
They need to give faction weapons the ability to use tech 2 ammo.
Tessi Foran
Sebiestor Tribe
Minmatar Republic
#6 - 2013-06-08 02:38:16 UTC
Commander Ted wrote:
Dread guristas ammo should be a little more common. 100k a heavy missile? ok.


Well if you make the Pirate Corp ammo more powerful then the Navy then the prices of Dread ammo would go down
Caleb Seremshur
Bloodhorn
Patchwork Freelancers
#7 - 2013-06-08 05:11:53 UTC
All of these ideas are terrible.

Guristas ammo exchange some of their kinetic damage for emp.
Angels ammo gets optimal bonuses.
blood ammo gets tracking bonuses
Guardian ammo exchange some thermal damage for explosive.

Pirate ammo should reflect the fact that your LP is generated from fighting the appropriate navy faction ergo serpentis are going to want some explosive damage in the mix to help them fight against armour tanking gallente ships. Angels will want some extra optimal to allow them to fight the quite fast minmatar faction and blood ships will need to squeeze out better applied damage to.make up for highs being used for neuts.

changes like these will add more value to pirate ammo than mere buffs to raw damage values.

having said all of this none of it will really matter until pirate stations are in low sec