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Player Features and Ideas Discussion

 
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Ammo rebalance?

Author
Johnny Aideron
Order of Rouvenor
#1 - 2014-02-10 10:36:41 UTC  |  Edited by: Johnny Aideron
CCP's ship rebalance has certainly made the game a lot more inviting to players with less SPs, but there's still an issue with T1 ships where more experience players have a huge advantage and that is T2 ammo. Of course there's nothing wrong with more experienced and wealthy players having an advantage, but there's doctrines and tactics that are possible with T2 guns & ammo that are not possible or viable with T1 guns & T1 ammo.

I'm largely thinking about hybrid ammo here. If you compare antimatter charges to T2 void and javelin, then they share similar enough properties that you can form a fleet consisting of ships with both T1 guns and T2 guns and as long as you're using those short range ammo there's nothing stopping the newer players from participating, they will just be less efficient rather than useless.

But then if you look at iron charges compared to null & spike, that is no longer the case. Null ammo provides the option to get much improved range & damage on blasters which iron charges can't compare to. While antimatter is somewhat equivalent to void, iron is not equivalent to null. This is unsurprising because null ammo got a large buff some while back to improve the versatility of blasters, while iron charges were left alone. Furthermore, the superior tracking & falloff values of antimatter charges compared to void ammo provides them with some benefits over void, so you'll often see people use both faction antimatter and void in their cargoholds. But again, iron is not bringing much to the table compared to null ammo and you don't often see people bringing iron charges as an alternative to null or spike.

The difference is more pronounced with railgun fleets. If a fleet consisted of mostly ships with T2 railguns, then the FC might like to use spike charges out to their maximum effective range for sniping & kiting. Because players with T1 guns cannot fire out to that range they can't really participate in the fleet in the way they could if the T2 players were using blasters instead. So if iron charges got a buff, I think they should gain an increase in range as that's the point which can stop newer players from getting into fleets.

TL:DR Make iron charges into ghetto null/spike ammo so that a newer player can be told to use a T1 fitted ship to join a fleet, rather than being told that he has to train T2 guns.
Lephia DeGrande
Luxembourg Space Union
#2 - 2014-02-10 10:49:20 UTC
Or they simply fit another role.
Anthar Thebess
#3 - 2014-02-10 10:51:33 UTC
The only thing i like to change in T2 ammo is remove some of the bad effects.
In most of the cases there is no point of using some t2 ammo as faction gives bigger dps applied when you take into consideration all the misses.

Riot Girl
You'll Cowards Don't Even Smoke Crack
#4 - 2014-02-10 10:54:06 UTC  |  Edited by: Riot Girl
Ammo needs to be rebalanced, though probably not in the way you want. Also, why would an alliance want to reimburse ships for badly skilled players?
Johnny Aideron
Order of Rouvenor
#5 - 2014-02-10 10:58:05 UTC
Lephia DeGrande wrote:
Or they simply fit another role.


What role do iron charges fulfil?
Lephia DeGrande
Luxembourg Space Union
#6 - 2014-02-10 11:51:00 UTC
Whos talking about iron? They could also be scout, Tackler or fit some close Combat weapons if you invite unskilled Pilots in your Fleet the Iron Ammunition should be the least of your Problems.
HiddenPorpoise
Jarlhettur's Drop
United Federation of Conifers
#7 - 2014-02-10 11:51:50 UTC
Johnny Aideron wrote:
Lephia DeGrande wrote:
Or they simply fit another role.

What role do iron charges fulfil?

Range without tracking penalty/cheap NPC shooting.
Harvey James
The Sengoku Legacy
#8 - 2014-02-10 13:28:35 UTC
mm.. it is something that needs attention .. the recent LR gun buff missed the opportunity too look at at least the crazy penalties on range for things like javelin etc..

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Zan Shiro
Doomheim
#9 - 2014-02-10 13:36:05 UTC
HiddenPorpoise wrote:
Johnny Aideron wrote:
Lephia DeGrande wrote:
Or they simply fit another role.

What role do iron charges fulfil?

Range without tracking penalty/cheap NPC shooting.



t1 non-faction also real good for cheap pos bashing. Know you are going to be shooting pos(s) all night long and in the grand scheme of things CN (or FN, whatever cheaper you would pick up to save isk) is not going to make it go that much faster....run the no frills ammo.


And have been away for a bit from pvp...when did t2 replace faction ammo as SOP ammo? Rarely if ever used the stuff a few years back. Hybrids anyway. Projectiles maybe some barrage for an appetizer at range but a switch to RF ammo was usually preferred at some point. Faction got better performance with none of the drawbacks. Times changed I guess.
Samillian
Angry Mustellid
#10 - 2014-02-10 14:53:58 UTC
On the whole I find for most none structure related applications faction ammo is still more versatile and useful than the T2 equivalents, Scorch being the obvious exception.

NBSI shall be the whole of the Law

Ines Tegator
Serious Business Inc. Ltd. LLC. etc.
#11 - 2014-02-10 16:56:29 UTC
Scorch/Barrage says 'hi'.

IOW, this is normal behavior for t2 ammo. Nothing to see here.
Noxisia Arkana
Deadspace Knights
#12 - 2014-02-10 20:24:11 UTC
+1 for ammo rebalance. I too enjoyed training into T2 guns to continue using faction ammo.
Batelle
Federal Navy Academy
#13 - 2014-02-10 20:27:34 UTC  |  Edited by: Batelle
Johnny Aideron wrote:

TL:DR Make iron charges into ghetto null/spike ammo so that a newer player can be told to use a T1 fitted ship to join a fleet, rather than being told that he has to train T2 guns.


No. Sometimes t1 guns are acceptable. Sometimes they are not. Sometimes them not being acceptable is a function of ammo usage, but often it is not. Sometimes there are fitting alternatives, sometimes there are not. Nothing needs to change.

Harvey James wrote:
mm.. it is something that needs attention .. the recent LR gun buff missed the opportunity too look at at least the crazy penalties on range for things like javelin etc..


They already fixed t2 ammo's real penalties. Everything is fine.

"**CCP is changing policy, and has asked that we discontinue the bonus credit program after November 7th. So until then, enjoy a super-bonus of 1B Blink Credit for each 60-day GTC you buy!"**

Never forget.

Mike Voidstar
Voidstar Free Flight Foundation
#14 - 2014-02-10 20:31:20 UTC  |  Edited by: Mike Voidstar
Zan Shiro wrote:
HiddenPorpoise wrote:
Johnny Aideron wrote:
Lephia DeGrande wrote:
Or they simply fit another role.

What role do iron charges fulfil?

Range without tracking penalty/cheap NPC shooting.



t1 non-faction also real good for cheap pos bashing. Know you are going to be shooting pos(s) all night long and in the grand scheme of things CN (or FN, whatever cheaper you would pick up to save isk) is not going to make it go that much faster....run the no frills ammo.


And have been away for a bit from pvp...when did t2 replace faction ammo as SOP ammo? Rarely if ever used the stuff a few years back. Hybrids anyway. Projectiles maybe some barrage for an appetizer at range but a switch to RF ammo was usually preferred at some point. Faction got better performance with none of the drawbacks. Times changed I guess.



You mean that with all the hubbub about sentry fleets out in nullsec someone uses something other than lasers and drones to shoot structures?

If anything needs rebalancing its damage selection for projectiles. Other than reload that turret system has the best of all worlds. I would happily trade damage selection for reload on hybrids. Its not as if any attribute other than range or damage mattered on Hybrids anyway
Enya Sparhawk
Black Tea and Talons
#15 - 2014-02-10 23:42:36 UTC
Johnny Aideron wrote:
What role do iron charges fulfil?


They make great bookends.

(So long as they don't roll off the shelf and hit the floor; *Sigh* that poor man... you know I'm still cleaning piece of clone brain from my quarters...)

Fíorghrá: Grá na fírinne

Maireann croí éadrom i bhfad.

Bíonn súil le muir ach ní bhíonn súil le tír.

Is maith an scéalaí an aimsir.

When the lost ships of Greece finally return home...