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Boost Faction wepons

Author
Hairpins Blueprint
The Northerners
Pandemic Horde
#21 - 2014-05-06 09:40:37 UTC
Riot Girl wrote:
Who uses faction weapons anyway? Low SP mission runners?
Does anyone use T2 gun ammo for missions? Only Scorch afaik.
Aren't Lasers supposed to be the high SP weapon for the high SP race?
Wouldn't the low fitting requirements screw with the dynamic of the high SP, high fitting requirement race?
Should I be allowed to fit a full rack of Tachs on my Apoc and still get T2 ammo and DPS?

Short answer; every idea in this thread sucks IMO.



no one is saying to use t2 ammo, just to have better dps with t1 ammo/faction ammo. to give the modules more use since they don't see any right now.

people just use meta lvl 4 until they have skills for t2 guns.

Hairpins Blueprint
The Northerners
Pandemic Horde
#22 - 2014-05-06 09:41:50 UTC  |  Edited by: Hairpins Blueprint
Arthur Aihaken wrote:
(cough) … Deadspace weapons … (cough)



would be cool, bit more dps like faction guns but can use t2 ammo.

i think that would be great ^^


YEA Deadspace weapons every one, would be nice to add more stuff that loot from plexy's !!Lol
Hairpins Blueprint
The Northerners
Pandemic Horde
#23 - 2014-05-06 09:45:07 UTC
Ryan Paladin wrote:
Riot Girl wrote:
Who uses faction weapons anyway? Low SP mission runners?
Does anyone use T2 gun ammo for missions? Only Scorch afaik.
Aren't Lasers supposed to be the high SP weapon for the high SP race?
Wouldn't the low fitting requirements screw with the dynamic of the high SP, high fitting requirement race?
Should I be allowed to fit a full rack of Tachs on my Apoc and still get T2 ammo and DPS?

Short answer; every idea in this thread sucks IMO.


Yeah in general this thread contained a lot of facepalm for me... and I mean literally every variation on this idea short of maybe a slight damage buff has been bad to the point that I question the intelligence of the sources. Beyond which pretty much nobody good would ever fit factions guns anyways. If you fit them in pvp you are making a loot pinata for somebody and if you use them on your pve boat you invite ganks more and more. Even if they were buffed their cost could not be justified.

This entire thread comes across to me as a method for low sp mission runners to compensate in the wrong way. Though I'm sure all the suicide gankers will support this as it will increase their profits. I however do not.



oh yea mister smart, by this way of thinking we should remove all faction and dedspace and officer stuff out of the game! What?


way to buff? so we will see more care bears in hi sec blow up, to improve you tick in null sec a bit, to have another light advatage over oponets in pvp etc.

it adds content to the game and give other options to play it, making eve bit more complex and make it more fun!!
Spugg Galdon
Federal Navy Academy
Gallente Federation
#24 - 2014-05-06 10:10:39 UTC
Look at what they're doing to faction drones.

Then apply the same ideas to faction weapons.

You have just looked into the future
Riot Girl
You'll Cowards Don't Even Smoke Crack
#25 - 2014-05-06 10:15:37 UTC
Hairpins Blueprint wrote:
[no one is saying to use t2 ammo

Some people are.

Quote:
just to have better dps with t1 ammo/faction ammo

Why should they? What is the point of training for T2 guns if you get better damage with faction guns? T2 ammo? That's hardly a selling point for many weapons systems as T2 ammo isn't that useful for them. From my experience, most people are using faction ammo with T2 guns because they get the specialisation bonus.

Quote:
to give the modules more use since they don't see any right now

Lower the LP store cost significantly, problem solved.
Hairpins Blueprint
The Northerners
Pandemic Horde
#26 - 2014-05-06 10:22:44 UTC
Riot Girl wrote:

Why should they? What is the point of training for T2 guns if you get better damage with faction guns? T2 ammo? That's hardly a selling point for many weapons systems as T2 ammo isn't that useful for them. From my experience, most people are using faction ammo with T2 guns because they get the specialisation bonus.



of but for pve, you see use of t2 ammo in pvp a lot o so often in pve because it cost a lot, it worth it mostly on marduders and laser boats.

and by giving faction guns a bit more dps you will give a bit of love to every one that don't use t2 ammo, and give dedspace Wepons to people that use it ^^

T2 gisti A-type 800mm Guns yeash sound good on pvp mach Lol
shmupsik
Killing Intent
#27 - 2014-05-06 12:22:14 UTC
Daichi Yamato wrote:
someone suggested letting faction weapons use T2 ammo.

i thought that'd be a pretty nice option

Thanks. It was me.
My topic was here: https://forums.eveonline.com/default.aspx?g=posts&m=4505378 I suggested to use rigs for that purpose, but as Nariya Kentaya says, it may be not rigs. Maybe new gunnery skill? Or implant?

Riot Girl
You'll Cowards Don't Even Smoke Crack
#28 - 2014-05-06 13:18:49 UTC
Hairpins Blueprint wrote:
you see use of t2 ammo in pvp a lot

Void for ganking, Scorch for pulse lasers. I don't see much T2 ammo being used outside of those two.

Quote:
and by giving faction guns a bit more dps you will give a bit of love to every one that don't use t2 ammo

How many people is that? Why do they need love?
Commander IceQ
Ascendance
Goonswarm Federation
#29 - 2014-05-06 13:21:47 UTC  |  Edited by: Commander IceQ
Hairpins Blueprint wrote:
Commander IceQ wrote:
My Rant



No, we are talking about maxed skills, there is no way you will have more dps with faction wepons with lvl 4 skill right?

If you would like more dps you need to train it lvl 5 any way.



And also T2 wepons can use T2 ammo!! and faction guns can't.

So if you fit fation gun with faction ammo it will have a bit more dps would be cool, but if you fit Void ammo to t2 blaster you have have more dps ofc.


So you be cool to boost faction wepons to have bit more dps with t1 ammo, so they need better stats because t2 wepons with t2 ammo witll have more dps any way right?

Factions wepons will be valid and better for ratting and better for tight fits on PvPRoll


Ahh ok that makes more sense. T2 are specialized (as the ships are) so you have damage and range T2 Ammo. So I will agree that T2 with T2 damage ammo should be pretty much the best since you have to invest time into training for it.

I would counter propose that faction weapons stay as they are with T1 Ammo. However, how about they get an additional bonus (tacking or damage or range, etc) when loaded with faction ammo. Like a CN Lead charges get a damage boost, or CN Anti-Matter gets a range boost when loaded into a CN Railgun. (I hope that makes sense). Oh and if you put Fed Navy ammo in a Cal Navy Gun the gun will treat it like T1 ammo... no bonus.

Well that is my 2c.

p.s. Personally I think they should reduce the amount of gun ammo and level out the bonus/penalties. do we really need 8 different types of crystals? I think they should cut them to 3; Short range-high damage (eg: multi frequency), Med range-med damage (eg: Standard), long range-low damage (eg: radio) and then of course the 2 T2 ammo's.

I'll be more enthusiastic about encouraging thinking outside the box when there's evidence of any thinking going on inside it.

Arthur Aihaken
CODE.d
#30 - 2014-05-06 13:51:15 UTC
Daichi Yamato wrote:
someone suggested letting faction weapons use T2 ammo.

We had a lengthy discussion about this a while back… The consensus was that Officer weapons should be able to use T2 ammunition, but that's it.

I am currently away, traveling through time and will be returning last week.

Leyete Wulf
Caldari Provisions
Caldari State
#31 - 2014-05-06 16:45:41 UTC
As an alternative to this how about a synergy bonus for ships modules and munitions from the same faction used together.
Since said faction gear should have a high level of compatibility is should make sense that you get the most out of their gear when you use it with the equipment it was built to work with.
Even a very slight bonus that stacked for every module fitted to a ship of the same faction would add a notable advantage without having to rebalance all related modules.
I would like to see a CNR with CN modules that was competitive with the golem for effective tank and damage output (obviously less raw ehp since no bastion but much more mobile) or a Navy Armageddon with superior tank and damage when fitted with navy hardeners and heat sinks.
Daichi Yamato
Jabbersnarks and Wonderglass
#32 - 2014-05-06 16:59:06 UTC
republic ammo was not really just built for republic guns.

id rather not have arbitrary synergy for mods. i dnt really like the arbitrary synergy of implants, but at least they try to balance it by making the implants crap at everything else.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Arthur Aihaken
CODE.d
#33 - 2014-05-06 18:08:55 UTC
Leyete Wulf wrote:
As an alternative to this how about a synergy bonus for ships modules and munitions from the same faction used together.

That's an interesting idea. Kind of like a matching armor or weapons set in various fantasy games. How much and what kind of bonus were you thinking of exactly?

I am currently away, traveling through time and will be returning last week.

Adoris Nolen
Sama Guild
#34 - 2014-05-07 05:44:06 UTC
I'd say make it like this

Meta 0 = base
Meta 1-4 = upto 10% improvement in tracking and damage
Faction with t1 ammo = 15% tracking & 12.5 % dmg
Faction with faction ammo = 15% tracking & 17.5% dmg
T2 with t1 ammo = 15% tracking 15% dmg
T2 with faction ammo = 15% tracking 17.5 dmg
T2 with t2 ammo = 15% tracking 20-22.5dmg
shmupsik
Killing Intent
#35 - 2014-05-07 06:31:55 UTC
Adoris Nolen wrote:
I'd say make it like this

Meta 0 = base
Meta 1-4 = upto 10% improvement in tracking and damage
Faction with t1 ammo = 15% tracking & 12.5 % dmg
Faction with faction ammo = 15% tracking & 17.5% dmg
T2 with t1 ammo = 15% tracking 15% dmg
T2 with faction ammo = 15% tracking 17.5 dmg
T2 with t2 ammo = 15% tracking 20-22.5dmg

I dont think it's a good idea, at least that 2 lines.
If you do it this way, what will change? What is the reason for the use of factional weapons? They will still remain useless. All will continue to use tech2.
Barton Breau
University of Caille
Gallente Federation
#36 - 2014-05-07 07:01:10 UTC
shmupsik wrote:
Adoris Nolen wrote:
I'd say make it like this

Meta 0 = base
Meta 1-4 = upto 10% improvement in tracking and damage
Faction with t1 ammo = 15% tracking & 12.5 % dmg
Faction with faction ammo = 15% tracking & 17.5% dmg
T2 with t1 ammo = 15% tracking 15% dmg
T2 with faction ammo = 15% tracking 17.5 dmg
T2 with t2 ammo = 15% tracking 20-22.5dmg

I dont think it's a good idea, at least that 2 lines.
If you do it this way, what will change? What is the reason for the use of factional weapons? They will still remain useless. All will continue to use tech2.


Yes, it does not really change the issue that t2 guns are always better IF you have the skills.

Imo faction should either be on par with t2 for non-t2 ammo types, or cost SIGNIFICANTLY less because they give only level 2 of the weapon specialization for the money and not 5.
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