These forums have been archived and are now read-only.

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

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

Make Faction Weapons Useful

Author
Aston Martin DB5
Deaths Consortium
Pandemic Horde
#41 - 2013-06-15 17:45:18 UTC
Naomi Anthar wrote:
Aston Martin DB5 wrote:
Fking NO! You are basically advocating golden ammo and pay to win. Dumb dumb dumb. Players that have trained t2 should have the advantage with damage output for their ship even if the player has implants.

If you disagree then remove skill training in the game.


No pay to win ? Then i say T2 is too expensive too ! I want to roam around in meta 0 stuff pwning and it must be as strong as officers stuff !! No pay to win !!! meta 0 invu must give 50% resists as Estamel !!! NO PAY TO WIN !!

Dude please biomass for your own good...



Not sure what I had just read there. Please point me to where there was one complete sentence. Dumb post along with dumb logic!
Kusum Fawn
Perkone
Caldari State
#42 - 2013-06-15 17:48:18 UTC
yall continuously miss the tag bottleneck that most of the faction guns suffer from.

Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.

Naomi Anthar
#43 - 2013-06-15 17:55:54 UTC
Sergeant Acht Scultz wrote:
stuff




I think you what you did here is just counter your own arguments. Basically if i for example someone fights in 24th crusade(just an example) AND HE WANTS JUST PEW PEW and just PVP. After all you said game should be about pvp and fun. Then why he is forced to buy from damn PVE industrials. He should be able to get his guns from 24th store. This player should have his damn right to actually **** on industrials all the time. But no he is directly connected to what those risk awerse players do, what prices they set. If he could buy GOOD enough guns from his own faction store. Then it would be good, not the other way.

You are trying to say game should be balanced about PVP, but in fact you support PVE over PVP all the way.

Don't fool yourself guys, a big part of ship cost is in guns/ammo/drones. And as now it's that there IS NO option among weapons - its either T2 or ... nothing. With ammo it's diffrent story but not much better tbh. It's still often better (scorch for example). Drones ? Another bullshit. Since when Gallente Federation cannot produce superior drones to ordinary T2 hobgoblins ? I though they are best drone race around (maybe after Rogue Drones lol). Atm some random industrial guy can outdo best Federation Navy work in some random deep in ass industrial station.

Hell yeah work as intended...
Naomi Anthar
#44 - 2013-06-15 17:58:33 UTC
Aston Martin DB5 wrote:
Naomi Anthar wrote:
Aston Martin DB5 wrote:
Fking NO! You are basically advocating golden ammo and pay to win. Dumb dumb dumb. Players that have trained t2 should have the advantage with damage output for their ship even if the player has implants.

If you disagree then remove skill training in the game.


No pay to win ? Then i say T2 is too expensive too ! I want to roam around in meta 0 stuff pwning and it must be as strong as officers stuff !! No pay to win !!! meta 0 invu must give 50% resists as Estamel !!! NO PAY TO WIN !!

Dude please biomass for your own good...



Not sure what I had just read there. Please point me to where there was one complete sentence. Dumb post along with dumb logic!


Read your own post , before you complain , let me quote one or two of your "sentences": "Dumb dumb dumb." , "Fking NO! ".

I though i can come up with language you use and understand. Right ?
Vassal Zeren
University of Caille
Gallente Federation
#45 - 2013-06-15 19:42:13 UTC
Aston Martin DB5 wrote:
Fking NO! You are basically advocating golden ammo and pay to win. Dumb dumb dumb. Players that have trained t2 should have the advantage with damage output for their ship even if the player has implants.

If you disagree then remove skill training in the game.


If you noticed, I previously said that in order to get said benefits from the faction guns either the skill requirements would be changed or you wouldn't get the benefits without the skills. Please take you childish declarations of Apocalypse Now elsewhere.

A bad analogy is like a leaky screwdriver.

Vassal Zeren
University of Caille
Gallente Federation
#46 - 2013-06-15 19:46:37 UTC
Kusum Fawn wrote:
yall continuously miss the tag bottleneck that most of the faction guns suffer from.


It was also proposed that said bottleneck be lowered. does anyone read the previous comments?

A bad analogy is like a leaky screwdriver.

Kusum Fawn
Perkone
Caldari State
#47 - 2013-06-15 20:49:34 UTC
the bottleneck is not the drop rate but which tags are required for which things. Large guns require the same tags as medium guns and small guns require the same tags as the universally useable modules such as sensor boosters and tracking computers.

were they adjusted to require tags specific to the module "size" faction weapons would become more common and the price would drop.

some modules like armor and shield resistance boosters dont have a size and thus ought to require more specialized tags or tags separate from the weapons and classed modules.

reducing the tag numbers required for redemption would do some of the same thing, but would only lower the prices for universal modules and not the specialized ones.

Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.

Reaver Glitterstim
The Scope
Gallente Federation
#48 - 2013-06-15 21:38:53 UTC
Vassal Zeren wrote:
Allow faction weapons (and all weapons greater than meta 5) to use T2 ammunition and be affected by the specialization skills. This would provide better modules to reach for in the offensive category, just like the defensive modules have their better faction variants.
Absolutely not. Faction guns are tech 1.

What they need is to not be worse than base t1, but actually be good. They should have a damage bonus of 5-10% over the meta 4, and at minimum the same range. If one had less range, it should have better tracking to make up for it.

Navy faction guns could have a 5% damage bonus and the same range across the board, with reduced CPU and the same powergrid costs as t1 for the meta 8s, while the meta 9s could have CPU cost similar to metas 1-4 but have either slightly better tracking, range, or damage. With a max damage bonus of 10%, with the same range and tracking but lower than meta 0 CPU cost, the weapon will have exactly the same attributes as fully skilled tech 2 (when fitted with tech 1/faction ammo), but will cost less CPU and powergrid, and have lower skill requirements. This is the ultimate expression of faction stuff and should be reserved for the very best and most expensive faction guns.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Vassal Zeren
University of Caille
Gallente Federation
#49 - 2013-06-15 22:29:17 UTC
Reaver Glitterstim wrote:
Vassal Zeren wrote:
Allow faction weapons (and all weapons greater than meta 5) to use T2 ammunition and be affected by the specialization skills. This would provide better modules to reach for in the offensive category, just like the defensive modules have their better faction variants.
Absolutely not. Faction guns are tech 1.

What they need is to not be worse than base t1, but actually be good. They should have a damage bonus of 5-10% over the meta 4, and at minimum the same range. If one had less range, it should have better tracking to make up for it.

Navy faction guns could have a 5% damage bonus and the same range across the board, with reduced CPU and the same powergrid costs as t1 for the meta 8s, while the meta 9s could have CPU cost similar to metas 1-4 but have either slightly better tracking, range, or damage. With a max damage bonus of 10%, with the same range and tracking but lower than meta 0 CPU cost, the weapon will have exactly the same attributes as fully skilled tech 2 (when fitted with tech 1/faction ammo), but will cost less CPU and powergrid, and have lower skill requirements. This is the ultimate expression of faction stuff and should be reserved for the very best and most expensive faction guns.


No thats not true. Many Faction things are universally better than their T2 counterparts. You can easily spot those items: they are used. Faction invulns, faction ballistics, faction reppers, faction adaptive nano membrane, the list is pretty long. How can you say the ultimate goal of faction stuff is easier fitting when all of these modules exist? It seems that the modules that are ONLY better for their fitting and are indeed worse in the actual specialty of that module, are hardly used at all. I point again to caldari navy heavy missile launchers. In order to be used the wepons have to be better at their jobs than T2 because T2 is cheeper.

A bad analogy is like a leaky screwdriver.

Reaver Glitterstim
The Scope
Gallente Federation
#50 - 2013-06-15 22:53:55 UTC
Vassal Zeren wrote:
It seems that the modules that are ONLY better for their fitting and are indeed worse in the actual specialty of that module, are hardly used at all.
But the faction modules that are only slightly better than tech 2 but with easier fitting are highly sought after.

Giving a faction gun +10% dps and the same range and tracking makes it better than t2 unless you have the t2 weapon skill at level 5.

I'm okay with faction guns having slightly better attributes than tech 2, but only very slightly. As it stands, the problem is that a lot of the faction guns are much worse than basic tech 1 meta 0.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Vassal Zeren
University of Caille
Gallente Federation
#51 - 2013-06-16 01:20:20 UTC
Reaver Glitterstim wrote:
Vassal Zeren wrote:
It seems that the modules that are ONLY better for their fitting and are indeed worse in the actual specialty of that module, are hardly used at all.
But the faction modules that are only slightly better than tech 2 but with easier fitting are highly sought after.

Giving a faction gun +10% dps and the same range and tracking makes it better than t2 unless you have the t2 weapon skill at level 5.

I'm okay with faction guns having slightly better attributes than tech 2, but only very slightly. As it stands, the problem is that a lot of the faction guns are much worse than basic tech 1 meta 0.


Why shouldn't they be better than T2? They cost 60 million a pop. for 60x the price of a T2 weapon, I should have all the capabilities of a T2 weapon. The fact is, that without the flexibility of using ammunition types like fury and scorch faction weapons are overall worse than T2 so there is no purpose to them. They need to do significantly more DPS to the point where it makes sense to invest money in them. I am having a hard time understanding how people keep saying the faction weapons are good for fitting. No proffesional fits use faction weapons. It is very unusual for someone to go for less dps just for ease of fitting. All staple fits are pretty much based around fitting T2 weapons. Its the other modules such as invuln's, BCU's , PDU. that are fit as faction modules. Because in addition to being easier on fitting, they are better People fit faction weapons in a pinch (and only people with tons of cash to burn for that matter) No standard fit will have you using faction weapons but many will have you use faction BCU's.

A bad analogy is like a leaky screwdriver.

Sergeant Acht Scultz
School of Applied Knowledge
Caldari State
#52 - 2013-06-16 02:59:53 UTC
Naomi Anthar wrote:
Sergeant Acht Scultz wrote:
stuff




I think you what you did here is just counter your own arguments. Basically if i for example someone fights in 24th crusade(just an example) AND HE WANTS JUST PEW PEW and just PVP. After all you said game should be about pvp and fun. Then why he is forced to buy from damn PVE industrials. He should be able to get his guns from 24th store. This player should have his damn right to actually **** on industrials all the time. But no he is directly connected to what those risk awerse players do, what prices they set. If he could buy GOOD enough guns from his own faction store. Then it would be good, not the other way.

You are trying to say game should be balanced about PVP, but in fact you support PVE over PVP all the way.

Don't fool yourself guys, a big part of ship cost is in guns/ammo/drones. And as now it's that there IS NO option among weapons - its either T2 or ... nothing. With ammo it's diffrent story but not much better tbh. It's still often better (scorch for example). Drones ? Another bullshit. Since when Gallente Federation cannot produce superior drones to ordinary T2 hobgoblins ? I though they are best drone race around (maybe after Rogue Drones lol). Atm some random industrial guy can outdo best Federation Navy work in some random deep in ass industrial station.

Hell yeah work as intended...



Should read again, I'm not English native nor ever pretended to be but thought it was quite clear as post and not a wall of text on top.

You say there's no option for guns, then Meta4 are what for? -you should know those are as good as T2 but can't use T2 ammo nor profit from the increase in damage well deserved after over a month training for lvl5+spec up to 4

In short you don't want to put effort in whatever, click and go, why bother training skills?
-you're smarter than everyone why should you train skills?

Ammo not much better: you're kidding right? good enough to be the best choice while moving around because you don't have the range bonus but you don't have the range penalty neither and ranges where you can do stuff with is right in between, so, good enough.

Again, take your faction guns and put faction ammo, get faction dmg mods, once it's done compare with T2, then compare the difference in amount of time training for both; faction guns are OK, don't need buffs
If you think they are bad, if you think they need buffs you really need first to start training your skills past lvl3, there's no other explanation.

removed inappropriate ASCII art signature - CCP Eterne

Vassal Zeren
University of Caille
Gallente Federation
#53 - 2013-06-16 03:20:40 UTC
Sergeant Acht Scultz wrote:
Naomi Anthar wrote:
Sergeant Acht Scultz wrote:
stuff




I think you what you did here is just counter your own arguments. Basically if i for example someone fights in 24th crusade(just an example) AND HE WANTS JUST PEW PEW and just PVP. After all you said game should be about pvp and fun. Then why he is forced to buy from damn PVE industrials. He should be able to get his guns from 24th store. This player should have his damn right to actually **** on industrials all the time. But no he is directly connected to what those risk awerse players do, what prices they set. If he could buy GOOD enough guns from his own faction store. Then it would be good, not the other way.

You are trying to say game should be balanced about PVP, but in fact you support PVE over PVP all the way.

Don't fool yourself guys, a big part of ship cost is in guns/ammo/drones. And as now it's that there IS NO option among weapons - its either T2 or ... nothing. With ammo it's diffrent story but not much better tbh. It's still often better (scorch for example). Drones ? Another bullshit. Since when Gallente Federation cannot produce superior drones to ordinary T2 hobgoblins ? I though they are best drone race around (maybe after Rogue Drones lol). Atm some random industrial guy can outdo best Federation Navy work in some random deep in ass industrial station.

Hell yeah work as intended...



Should read again, I'm not English native nor ever pretended to be but thought it was quite clear as post and not a wall of text on top.

You say there's no option for guns, then Meta4 are what for? -you should know those are as good as T2 but can't use T2 ammo nor profit from the increase in damage well deserved after over a month training for lvl5+spec up to 4

In short you don't want to put effort in whatever, click and go, why bother training skills?
-you're smarter than everyone why should you train skills?

Ammo not much better: you're kidding right? good enough to be the best choice while moving around because you don't have the range bonus but you don't have the range penalty neither and ranges where you can do stuff with is right in between, so, good enough.

Again, take your faction guns and put faction ammo, get faction dmg mods, once it's done compare with T2, then compare the difference in amount of time training for both; faction guns are OK, don't need buffs
If you think they are bad, if you think they need buffs you really need first to start training your skills past lvl3, there's no other explanation.


Meta 4 guns don't cost as much as faction guns. As a result they see slightly more use than faction guns, which is to say still hardly any.

A bad analogy is like a leaky screwdriver.

Reaver Glitterstim
The Scope
Gallente Federation
#54 - 2013-06-16 06:27:12 UTC  |  Edited by: Reaver Glitterstim
When the guns have the powergrid and CPU cost of meta 1-4 but the DPS of tech 2, they ARE better. There's still a use for tech 2 guns (tech 2 ammo) and it comes at the cost of the skill requirements for those weapons.

I think faction stuff in general is too expensive, because it's too difficult to obtain (Navy faction stuff is). But navy faction stuff is not supposed to be super good. If you look at all the navy faction modules (and a lot of pirate faction modules even) you'll notice that none of them are a lot better than tech 2.

I also think tech 2 stuff is too cheap. It is supposed to be pretty badass stuff. Also, I use tech 2 guns a lot and often do not use tech 2 ammo with them. I get better DPS than with meta 4 and have the option to use tech 2 ammo even if I often don't.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

PavlikX
Scan Stakan
HOLD MY PROBS
#55 - 2013-06-16 09:57:22 UTC
Still i think that CCP should bring new faction's weapons and ammo skills. And faction weapons will be slightly boosted, without interference with T2 stuff. Important note, unlike T2 those new faction skills will give bonuses, but not be prequirements.
In this case we will have this two different groups of weapons
T2 will have T2, faction, T1 ammo, their existing specialisation skills and lower price
Faction weapons with faction and T1 ammo, new specialisation skills, greater effiency and price
Robert Caldera
Caldera Trading and Investment
#56 - 2013-06-16 11:18:25 UTC
no
Nikuno
Atomic Heroes
#57 - 2013-06-16 11:37:57 UTC
Reaver Glitterstim wrote:
When the guns have the powergrid and CPU cost of meta 1-4 but the DPS of tech 2, they ARE better. There's still a use for tech 2 guns (tech 2 ammo) and it comes at the cost of the skill requirements for those weapons.


This situation is not fixed. With all other relevant skills at lv5 the faction gun will have higher dps than the T2 version until you reach lv3 in that weapon's specialisation skill after which the T2 gun will have the higher dps - this applies to the close range ammo. Long range T2 ammo is a different matter altogether and arguably far too powerful compared to the T1 medium to long range variations.
Vassal Zeren
University of Caille
Gallente Federation
#58 - 2013-06-16 14:53:07 UTC
Reaver Glitterstim wrote:
Vassal Zeren wrote:
It seems that the modules that are ONLY better for their fitting and are indeed worse in the actual specialty of that module, are hardly used at all.
But the faction modules that are only slightly better than tech 2 but with easier fitting are highly sought after.


I think you might be overlooking the % difference in the module effectiveness (12.5% damage vs 10% damage in the case of CNB's) and the actual damage increase. (which is 100dps ish) However raw dps is not enough. Unless faction weapons have all the capabilities of T2's + a little more their price will never be justified.

A bad analogy is like a leaky screwdriver.

Ager Agemo
Rainbow Ponies Incorporated
#59 - 2013-06-16 15:13:37 UTC
Not sure about faction weapon themselves but cosmos weapons having high skill requirements and being able to use T2 ammo would be an option to upgrade for those who already maxed weapons on a given ship but are unwilling to shell out 7 bill per gun for an officer fit, you know a middle ground.
Reaver Glitterstim
The Scope
Gallente Federation
#60 - 2013-06-16 21:21:46 UTC  |  Edited by: Reaver Glitterstim
I'm leaving this thread but I want to repeat that I am much in favor of the idea that faction weapons need a huge buff. I think letting em use T2 ammo is a bad idea, so the buff should be elsewhere. I think I agree with most people here in that the net usefulness of these weapons should at least somewhat match the price. We may disagree on the specific mechanics but I like that we all see the problem the same way overall. :)

o/

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."