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Easy Implementation: Introduce the 3rd T2 Ammo for each Turret type

Author
Uriel Paradisi Anteovnuecci
Itsukame-Zainou Hyperspatial Inquiries Ltd.
Arataka Research Consortium
#1 - 2014-02-25 14:32:52 UTC
So we all have two types of ammo for each T2 gun system already-

Aurora/Gleam for Beams,
Scorch/Conflagration for Pulses,
Quake/Tremor for Artillery,
Barrage/Hail for Autocannons,
Null/Void for Blasters,
Javelin/Spike for Railguns.

Now, each of these also have a third type of ammo, all of them unreleased but already in the game's database. They all have one difference from the other two types for each: Damage type.

Beam Lasers have "Lux" crystals(S/M/L), which deal Explosive+EM damage,
Pulse Lasers have "Blaze" crystals(S/M/L), which deal Explosive+EM damage,
Artillery have "Shock" ammo(S/M/L), which deals EM/Thermal+Explosive damage,
Autocannons have "Storm" ammo(S/M/L), which deals EM+Thermal damage,
Blasters have "Desolation" ammo(S/M/L), which deals EM+Thermal damage,
Railguns have "Bolt" Ammo(S/M/L), which deals EM/Thermal damage.

("+" between two types signifies the first being higher than the latter)
("/" between two types indicates that they are equal)

I think these types of ammo could be pretty useful and a whole lot of fun if tehy were introduced- Especially for Amarr ships, which have only been able to effectively apply EM+Thermal damage for a very long time.

Of course, the Capacitor/Tracking/Optimal bonuses/penalties would have to be calculated(maybe not for some of them), but it wouldn't take much effort to introduce these types of ammo. I, personally, would love to see these- they would add even more variety and possibilities to the turrets in EVE.
Seliah
Red Cloud Vigil
#2 - 2014-02-25 14:39:08 UTC
If I was a heavy Caldari pilot, I'd say no because of all the EM damage listed in here.

I'm still going to say no though, because :
1 - I think there are some ammo types that should be fixed before new ones are introduced.
2 - I like the fact that some races are restricted to certain damage types. If every weapon was able to deal any kind of damage type, you'd lose one variable for differenciating weapons, which would lead to less variety, which would lead to more useless things and more op things, and less fun / strategic depth.
Noxisia Arkana
Deadspace Knights
#3 - 2014-02-25 14:39:30 UTC
So you want to give hybrids an EM damage type ammo that we won't use - and give Amarr an explosive ammo type?

Sure, once your through your enemies shields just "Instant" switch to explosive damage with your LUX ammo - hit both weak points. What could go wrong?
Lephia DeGrande
Luxembourg Space Union
#4 - 2014-02-25 14:41:01 UTC
Give me a Pulse T2 Lense which recharge my cap instead.
Uriel Paradisi Anteovnuecci
Itsukame-Zainou Hyperspatial Inquiries Ltd.
Arataka Research Consortium
#5 - 2014-02-25 14:43:47 UTC
Noxisia Arkana wrote:
So you want to give hybrids an EM damage type ammo that we won't use - and give Amarr an explosive ammo type?

Sure, once your through your enemies shields just "Instant" switch to explosive damage with your LUX ammo - hit both weak points. What could go wrong?

Who's to say the more "unnatural" ammo couldn't have huge capacitor/tracking/optimal penalties to compensate? it'd keep them from being too strong compared to the rest of the turret types' ammo, and could provide some smaller opportunities for those who use them for more specific things.
Swiftstrike1
Swiftstrike Incorporated
#6 - 2014-02-25 14:43:53 UTC
No thanks, don't like this change. It would remove a huge amount of depth if every weapon type could deal almost any damage type.

Casual Incursion runner & Faction Warfare grunt, ex-Wormholer, ex-Nullbear.

Noxisia Arkana
Deadspace Knights
#7 - 2014-02-25 17:16:55 UTC
Uriel Paradisi Anteovnuecci wrote:
Noxisia Arkana wrote:
So you want to give hybrids an EM damage type ammo that we won't use - and give Amarr an explosive ammo type?

Sure, once your through your enemies shields just "Instant" switch to explosive damage with your LUX ammo - hit both weak points. What could go wrong?

Who's to say the more "unnatural" ammo couldn't have huge capacitor/tracking/optimal penalties to compensate? it'd keep them from being too strong compared to the rest of the turret types' ammo, and could provide some smaller opportunities for those who use them for more specific things.


Reasonable counter-argument. I still don't love the change. DPS from blasters and lasers is currently balanced around fixed damage types, reload times, optimal, tracking, falloff. The variables you've mentioned would vanilla out the race's guns too much in my opinion.
Xe'Cara'eos
A Big Enough Lever
#8 - 2014-02-25 18:31:44 UTC
a better option, I feel would be to give a 3rd damage type that reduced cap use for lasers hybrids, but I don't know what you'd do for projectiles

For posting an idea into F&I: come up with idea, try and think how people could abuse this, try to fix your idea - loop the process until you can't see how it could be abused, then post to the forums to let us figure out how to abuse it..... If your idea can be abused, it [u]WILL[/u] be.

Damien White
Deep Core Mining Inc.
Caldari State
#9 - 2014-02-25 18:35:02 UTC
Another Thread wanting to make laser do kinetik or explosive damage?


Guys... please learn to fly your ships and stop posting stupid crap...

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