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Faction weapon build costs

First post
Author
Agondray
Avenger Mercenaries
VOID Intergalactic Forces
#21 - 2014-02-27 15:15:47 UTC
The reason for faction prices being so high is you don't need the advanced training to use the but they can function on around that if t2. T2 ammo isn't all that, it's very limiting except for so missiles, there is no middle ground for a lot of t2 ammo, which is also why faction ammo cost more than t2 ammo. Example is artillery has quake at a very short range, then tremor at very long range, on the other hand you can get every flavor of ammo type as republic navy and have a wide range of distance and damage types

"Sarcasm is the Recourse of a weak mind." -Dr. Smith

Caleb Seremshur
Commando Guri
Guristas Pirates
#22 - 2014-03-19 23:52:03 UTC
I see what you're saying but none of that is strictly true is it.

If you plug in to pyfa a given fit and then copy it, modify it to have faction weapons and then directly compare when at all v skills the t2 ship will perform just as good if not slightly better.

The advantage of faction weapons is their lower fittings. The rof and other stats are really high but not so high to be game breaking. Also I will lean back on my op and state again that the effort to build a faction weapon is quite considerable but that the market sells pirate weapons with identical stats for often much less. Just compare fn 200mm rail gun vs ss rail gun and notice the price difference.

I can't really say much more than I already have so when I get home I'll build some ships in pyfa and transliterate their stats on to here. Can not do very much on my phone here.
Caleb Seremshur
Commando Guri
Guristas Pirates
#23 - 2014-06-09 04:35:16 UTC
Ok so months later I've given some more time for things to work themselves out.

http://s83.photobucket.com/user/MrBenis/media/Factionvsnon-factionfit_zpsdf5ec6eb.jpg.html

The above is two identically fit cerbs, with one being modified to use mostly faction modules. Salient points are as follows.

T2 fit cerb is 1% over PG.
T2 cerb is 0.4% over cpu.

DPS stats compare at 610 for the faction, 593 for the t2 cerb with CN kinetic HAM. A difference of 2.8%
EHP is 20.8 faction, 19.5 t2. A difference of 6.35%.
The faction cerb is 2.5% faster.

T2 fit is 21m in mods. To make it use no fitting mods requires only changing to a meta 3 scram and plugging in a 2% pg implant. I personally swapped to a 3% grid implant because they're more common. Total fitting in this case is circa 19mil + the 3% implant. Combined cost is 214mil.

Faction cerb is 436mil in mods. That is not a typo. For 20.7x the amount of money for a t2 fit you get 2.8% more dps, 6.35% more ehp and move less than 3% faster. You also don't need a grid implant. Lucky you.

Notice that I deliberately left out crazy over-priced things like CN BCS and CN invuls because pithum invuls are better and cost nearly the same, CN BCS would net you 35 dps more. The extra 35 dps increases the difference to 8.1% dps. The difference in cpu would allow you to remove the overclocker thus giving you access to a t2 EM rig if you wish. At this point your fit is 912 mil at a cost of 755million in mods.

Fits like that are ALOD specials but they shouldn't need to be. The combination of tags, LP and the effort required in farming them topped off with getting the right missions in the first place combine together to make some of the least cost efficient modules in the game. As stated earlier in the thread and throughout the forums in many places there are pirate faction drops with identical stats that are sometimes 1/4 the price of a FW store weapon.

I think that this problem is severe and it impacts the game for everyone wishing to kit out their ships. It affects the game negatively because much like the just-passed pirate implant rebalance which saw HGs increased to +4 in order to make them a more desirable alternative to +5 clones insofar as encouraging active use over passive training clones I really think dropping the price on FW weapons and mods could see a couple of major benefits to the economy. It would see people using LP items with much greater frequency and as we know they're an ISK sink which will help everyone in the long term. It will see an incentive to run more FW missions to collect tags thus reducing the appeal of afk farming by a margin. It will give people who like to do things themselves the chance to build their own ship in a very true sense. T3 production is out of the question for many solo players but a FW ship powered by FW modules is certainly achieveable.

I want people to remember that this is a game about risk vs reward and that in the case of FW items the risk of loss is far higher than the reward they bring. This is not some flash-in-pan theory, the market clearly supports it through the ludicrous pricing and FW item stores are sorely out of date by nearly 4 years.
Valentine al-Askari
Khyber
#24 - 2014-06-18 12:22:51 UTC
i know there has been a lot of talk and a good bit the threds asking for this change I would like to see this happen

for a Caldari Navy Warp Disruptor you need 38 Federation Navy Fleet Captain Insignia I 61 Federation Navy Fleet Major Insignia I thats kinda insane just to get them
Gizznitt Malikite
Agony Unleashed
Agony Empire
#25 - 2014-06-18 14:58:40 UTC

CCP is planning to rebalance modules in the upcoming future. Now, this might mean 6 months, or it might mean 2 years, but winter is coming. I'm very certain they will examine the build costs and stats at that time.
Lady Rift
His Majesty's Privateers
#26 - 2014-06-19 21:26:05 UTC
Caleb Seremshur wrote:
Ok so months later I've given some more time for things to work themselves out.

http://s83.photobucket.com/user/MrBenis/media/Factionvsnon-factionfit_zpsdf5ec6eb.jpg.html

The above is two identically fit cerbs, with one being modified to use mostly faction modules. Salient points are as follows.

T2 fit cerb is 1% over PG.
T2 cerb is 0.4% over cpu.

DPS stats compare at 610 for the faction, 593 for the t2 cerb with CN kinetic HAM. A difference of 2.8%
EHP is 20.8 faction, 19.5 t2. A difference of 6.35%.
The faction cerb is 2.5% faster.

T2 fit is 21m in mods. To make it use no fitting mods requires only changing to a meta 3 scram and plugging in a 2% pg implant. I personally swapped to a 3% grid implant because they're more common. Total fitting in this case is circa 19mil + the 3% implant. Combined cost is 214mil.

Faction cerb is 436mil in mods. That is not a typo. For 20.7x the amount of money for a t2 fit you get 2.8% more dps, 6.35% more ehp and move less than 3% faster. You also don't need a grid implant. Lucky you.

Notice that I deliberately left out crazy over-priced things like CN BCS and CN invuls because pithum invuls are better and cost nearly the same, CN BCS would net you 35 dps more. The extra 35 dps increases the difference to 8.1% dps. The difference in cpu would allow you to remove the overclocker thus giving you access to a t2 EM rig if you wish. At this point your fit is 912 mil at a cost of 755million in mods.

Fits like that are ALOD specials but they shouldn't need to be. The combination of tags, LP and the effort required in farming them topped off with getting the right missions in the first place combine together to make some of the least cost efficient modules in the game. As stated earlier in the thread and throughout the forums in many places there are pirate faction drops with identical stats that are sometimes 1/4 the price of a FW store weapon.

I think that this problem is severe and it impacts the game for everyone wishing to kit out their ships. It affects the game negatively because much like the just-passed pirate implant rebalance which saw HGs increased to +4 in order to make them a more desirable alternative to +5 clones insofar as encouraging active use over passive training clones I really think dropping the price on FW weapons and mods could see a couple of major benefits to the economy. It would see people using LP items with much greater frequency and as we know they're an ISK sink which will help everyone in the long term. It will see an incentive to run more FW missions to collect tags thus reducing the appeal of afk farming by a margin. It will give people who like to do things themselves the chance to build their own ship in a very true sense. T3 production is out of the question for many solo players but a FW ship powered by FW modules is certainly achieveable.

I want people to remember that this is a game about risk vs reward and that in the case of FW items the risk of loss is far higher than the reward they bring. This is not some flash-in-pan theory, the market clearly supports it through the ludicrous pricing and FW item stores are sorely out of date by nearly 4 years.




T2 guns with max skills give more damage with same ammo as faction guns with max skills.
Only missiles are an exception here where the faction launcher are better with max skills than T2.
Caleb Seremshur
Commando Guri
Guristas Pirates
#27 - 2014-06-19 22:21:34 UTC
At sustained dps using faction ammo otherwise they're outperformed by speciialist ammos.
Anthar Thebess
#28 - 2014-06-26 12:54:55 UTC
Price of tags is dictated by players.
It is like moon goo.
Why r64 are so expensive, people should be selling it cheaper.
Caleb Seremshur
Commando Guri
Guristas Pirates
#29 - 2014-06-26 13:55:18 UTC
Anthar Thebess wrote:
Price of tags is dictated by players.
It is like moon goo.
Why r64 are so expensive, people should be selling it cheaper.


Read the thread properly.

I said tag sources have been nerfed while lp store costs are too high.

Thanks for playing.
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