These forums have been archived and are now read-only.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

[Autocannons] A Balance Suggestion

Author
Stitch Kaneland
The Tuskers
The Tuskers Co.
#81 - 2014-11-02 16:30:29 UTC
Harvey James wrote:
Stitch Kaneland wrote:
God's Apples wrote:
Medium ACs are garbage because mid-range combat doesn't exist anymore. Back when people fought in unlinked t2 point range they were a fine weapon system with some of the strongest hulls in the game. However, now we are in the days of skirmish links where engagement ranges for kiting ships are 30 - 40km. At this distance optimal bonused pulses, sentries, rails, and beams excel. If you want to brawl you just use blasters. Kiting with autocannons also means using barrage which pigeon holes your damage just like lasers do while you are doing less than 50% dps at kiting range vs a laser ship's 100%.

The only strong AC ships that aren't frigs/dessies are the sleip and the mach and that is only because they have absurdly power stats and hull bonuses.

Perhaps a way to fix medium ACs is give buff to range to undo TE nerf and make barrage do omni damage...


as much as i'd like to see barrage do omni damage, i doubt that will ever happen. I think T2 ammo in general probably needs another look.

Getting tired of drones and gal ships in general. They've overbuffed gal ships, which is inducing power creep. For other ships to compete with gal, they need buffed, which will then induce more power creep. So, yea, buffing a/c's is needed (as well as HML), but maybe blasters need to be tweaked and lose some fall-off and gaining slightly more optimal. Making them the best at close range, but losing their medium engagement range unless on optimal or fall-off bonused hulls.


more of a need too nerf drones a little i think .. especially the combo of drones+ missiles/blasters ..
for instance you can setup a myrmidon or gila too do more dps than a brutix .. doesn't seem right too me at all


I agree to an extent, drones are really big right now because of these lame ass gecko's. Everyone and their mother has been using them and getting ridiculous dps out of them. 2 shotting frigs with a large drone... yea good job CCP, like sentries weren't bad enough. Granted, they're limited and will eventually become unavailable or so expensive only the space rich can use them, so i'm not overly concerned. I'd like to see where drone boats stand once Gecko's out price themselves.

Drones are really a whole other issue. Which i think maybe the easier way to manage them is bandwidth reduction or losing cargo capacity so you can actually kill them and cause issues, without 5 more being pushed out in replacement. Since, with combo of drone durability and large drone bays, makes it completely unreasonable to shoot drones on bonused hulls.

I'd actually consider dropping the drone durability bonus altogether. Maybe only allow the frigate sized drone boats have durability bonuses. We don't need frigate sized EHP from a drone, what do gecko's get with durability bonus? I've heard cruiser sized EHP numbers, but don't know for sure.

Regardless though, buff A/C's by giving them more fall-off, either through the bonused hulls, or a base increase across the board.
afkalt
Republic Military School
Minmatar Republic
#82 - 2014-11-02 16:34:58 UTC
Stitch Kaneland wrote:
I agree to an extent, drones are really big right now because of these lame ass gecko's. Everyone and their mother has been using them and getting ridiculous dps out of them. 2 shotting frigs with a large drone... yea good job CCP, like sentries weren't bad enough. Granted, they're limited and will eventually become unavailable or so expensive only the space rich can use them, so i'm not overly concerned.


Augmented ogres hit harder and are not limited.
Stitch Kaneland
The Tuskers
The Tuskers Co.
#83 - 2014-11-02 16:41:35 UTC
afkalt wrote:
Stitch Kaneland wrote:
I agree to an extent, drones are really big right now because of these lame ass gecko's. Everyone and their mother has been using them and getting ridiculous dps out of them. 2 shotting frigs with a large drone... yea good job CCP, like sentries weren't bad enough. Granted, they're limited and will eventually become unavailable or so expensive only the space rich can use them, so i'm not overly concerned.


Augmented ogres hit harder and are not limited.


True, but are 35m per drone. So for a set of 5 is 175m. That doesn't include replacements. Last i checked, gecko's were around 25-30m, but use up 50 bandwidth. So, normally they fly with 2 which equals out to around 50-60m.
Badman Lasermouse
Run and Gun Mercenary Corps
#84 - 2014-11-03 20:02:57 UTC
Let's not derail the topic boys. More falloff for autocannons!

-Badman

Reaver Glitterstim
The Scope
Gallente Federation
#85 - 2014-11-03 20:14:52 UTC
I'd ask for double the falloff of smalls, 1/3rd more for mediums, and larges are fine. That way they will all have significantly more range than blasters. As it stands currently, small autocannons have about the same range as blasters, less if you compare with tech 2 ammo.

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."

Cassius Invictus
Viziam
Amarr Empire
#86 - 2014-11-03 21:04:49 UTC
Badman Lasermouse wrote:
Lets talk about mediums on non-falloff bonused hulls.

Currently, an armor Rupture or Cane (without multiple TE's) with 220's will have a falloff of around 12km using short range high damage ammo. With Barrage loaded and ~100 less DPS that number jumps to about 20km. So that means, at around 20km your average autocannon boat is doing about half their already anemic DPS.

Pulse Lasers will do FULL DPS out to 30km with scorch, albeit with slightly worse tracking.

Blasters, loaded with Null, can still outdamage autocannons within 20km.


Where exactly is that sweet spot where autocannons outperform blasters or lasers?

It doesn't exist. In Frigate Fights scram range kiting is a viable tactic, however once you jump up to mediums, holding your target at 10KM gives the autocannon pilot no advantage, as the blasterboat with null still outdamages, and outracks your high damage short range ammo.

Extending an autocannons falloff will not give Mini pilots a significant advantage, however it will give a skilled pilot a chance to compete against a Blaster Boat by controlling range, or at the very least hit a Laser Boat that is applying its Full DPS to them at range.


Wow, just wow. AC are not only worse than blasters but lasers as well. Are u even playing this game? AC are great weapon system. In some cases AC are better than blasters. It's maybe 60% for blaster, 40% AC.

As for lasers... theres is a reason everyone flies HAM Legion and not the laser one. Dig in on how "great" lasers are. ..
Soldarius
Dreddit
Test Alliance Please Ignore
#87 - 2014-11-03 21:51:34 UTC
Just 18 months ago nulsec was nothing but CynaVag Online. Meanwhile entire lines of ships sat unused in their hangers; environmental seals weeping with despair.

http://youtu.be/YVkUvmDQ3HY

Nick Starkey
Native Freshfood
Minmatar Republic
#88 - 2014-11-03 22:12:16 UTC  |  Edited by: Nick Starkey
Projectiles are sort of a flawed weapon system. They were balanced around being used on overpowered hulls, something that doesnt really exist anymore after the age of winmatar came to an end. IMO the main issue with autocannons is that they are redundant to blasters in many ways. Their projection isnt that much better even with multiple falloff bonuses because of their low base damage, and their damage selection comes to an end when youre forced to use Barrage for any meaningful kiting range. Hail ammo is also worthless in its current incarnation, since the loss of tracking, falloff and damage selection hardly pays off for 15% extra damage. I think the goal here is to increase the range gaps where ACs both outdamage blasters and outtrack scorch pulses. A small base falloff buff of around 10% would help a lot here, meaning you d only have to be inside half of your falloff to outdamage blasters with null or MF pulses. High falloff values arent that overpowered when your tracking suffers significantly as you go past the first treshold.

Barrage also needs new variants for each damage type like rage and fury missiles have, there is no point in damage selection if you cant use it in half the scenarios. Artys arent in a bad spot but I feel a small RoF buff is needed to keep them in check with the recent powercreep of medium beams and railguns.

I've made a signature. I hope you're enjoying it. www.evetrademaster.com - web based asset manager & profit tracker

Viribus
Aurora.
The Initiative.
#89 - 2014-11-03 23:16:22 UTC
Soldarius wrote:
Just 18 months ago nulsec was nothing but CynaVag Online. Meanwhile entire lines of ships sat unused in their hangers; environmental seals weeping with despair.


18 months ago the cynabal and vaga were rightly considered garbage because of tier3s making them obsolete

And then they nerfed an entire line of weapons because of a few powerful hulls, THEN they nerfed those hulls far past the point they were even considered viable, THEN buffed every other weapon to hell and back.

This is also the story of heavy missiles

The lesson is that CCP doesn't balance the game around how it is now, they balance around how it was 2 years ago, presumably because that was the last time they played
Kagura Nikon
Native Freshfood
Minmatar Republic
#90 - 2014-11-04 09:12:32 UTC
Soldarius wrote:
Just 18 months ago nulsec was nothing but CynaVag Online. Meanwhile entire lines of ships sat unused in their hangers; environmental seals weeping with despair.



Irrelevant. By then AC were already inferior to blasters but the MAJORITY of players were too bling to notice it. THey had to further nerf track enhancers to become really obvious to the naive eye.

But blasters boats were vastly superior on smaller scale combat already since galletne ships since the tiercide are effectively faster than minmatar (their acceleration is so much faster that byt he time minmatar SMALL final speed advantage can be reached, the ship is already fully tackled and doomed).

"If brute force does not solve your problem....  then you are  surely not using enough!"

Syrias Bizniz
some random local shitlords
#91 - 2014-11-04 11:40:57 UTC
Proposal:

Make Projectiles distinct from other weapon types by altering their Overheat Bonus.

Possible would be for example, a vastly increased optimum range when overheating your autocannons - allowing for astounding damage projection, but only while heating. (Talking about a few 100% here, for, you know, not being in falloff when shooting regular targets at regular ranges. This would mean that Optimum-Bonused hulls are having a sick, sick modifier to heating their guns.)
For Artilleries, there might be a huge benefit to Tracking, for example.


Or all in all:

Sick performance while heating, still **** when not.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#92 - 2014-11-04 11:44:43 UTC
Syrias Bizniz wrote:
Proposal:

Make Projectiles distinct from other weapon types by altering their Overheat Bonus.

Possible would be for example, a vastly increased optimum range when overheating your autocannons - allowing for astounding damage projection, but only while heating. (Talking about a few 100% here, for, you know, not being in falloff when shooting regular targets at regular ranges. This would mean that Optimum-Bonused hulls are having a sick, sick modifier to heating their guns.)
For Artilleries, there might be a huge benefit to Tracking, for example.


Or all in all:

Sick performance while heating, still **** when not.


ROF increase would make more sense as you are over-riding safeties to push ammo feeds to the limit and thus generating more heat on the barrels (pushing those to their limits too). Could have a nice art effect as the gun barrels begin to glow cherry red from the excess heat.
Syrias Bizniz
some random local shitlords
#93 - 2014-11-04 12:00:18 UTC
Corraidhin Farsaidh wrote:
Syrias Bizniz wrote:
Proposal:

Make Projectiles distinct from other weapon types by altering their Overheat Bonus.

Possible would be for example, a vastly increased optimum range when overheating your autocannons - allowing for astounding damage projection, but only while heating. (Talking about a few 100% here, for, you know, not being in falloff when shooting regular targets at regular ranges. This would mean that Optimum-Bonused hulls are having a sick, sick modifier to heating their guns.)
For Artilleries, there might be a huge benefit to Tracking, for example.


Or all in all:

Sick performance while heating, still **** when not.


ROF increase would make more sense as you are over-riding safeties to push ammo feeds to the limit and thus generating more heat on the barrels (pushing those to their limits too). Could have a nice art effect as the gun barrels begin to glow cherry red from the excess heat.



Yeah, whatever, but overheating is such a static mechanic right now.
You use it, you deal more DPS. That's a choice, for sure, and it takes a little expierience to know when to heat and when to stop etc, but all in all it's mandatory and isn't a really tactical decision that yields high rewards.

Also, you could overheat your turrets so their safety mechanics of their motion routines are overridden, and voila, your guns track faster!

Or you use increased size on the propellants, resulting in higher velocity, thus in higher optimal range, and damage your guns, too.

Valleria Darkmoon
Imperial Academy
Amarr Empire
#94 - 2014-11-04 12:57:00 UTC
Badman Lasermouse wrote:
Sigras wrote:
That means at the kiting range of 18, the autocannon ship is still doing 51% of its damage while the blaster ship is down to 20.9% each having two damage mods, rupture vs thorax, at 18 km the rupture does roughly twice as much damage.



20% of 1000 is still 50% of 400. No autocannon boat can pull 1000 gun DPS and still have a viable fit. A shield Brutix can, a Mega can do it without breaking a sweat. Try and pull those numbers on a Cane or a Pest, you are already cutting them in half before you even get started. So at 18K, blaster boat still wins the DPS race.

I think I have to stop reading at this point, there is some serious dishonesty going on here.

A Brutix can break 1k dps with a shield fit if it uses Void, so let's all pretend that dps can actually be applied to a ship @ 18 km. The 1k dps also includes damage from the relatively large drone bay (for a non-drone bonused BC), you won't get there from pure gun damage without pimping the fit out a bit. I'll not even start on how you are challenging people to get a Hurricane to do 1k dps after cutting it's damage in half for being at 18 km while talking as if a Brutix with 1k dps will gleefully apply full damage instead of the expected ~0 dps at that same range.

A Megathron can break 1k dps? Sure and with ease, but it's a battleship. A Tempest with 800s T1 ammo and no damage mods of any kind nor drones does 650 dps, please don't quote us 400 dps like we won't notice. Completely dishonest comparison of cruiser dps vs. a battleship. Nowhere are you going to find comparable ship classes where one does 1k dps to the 400 dps of the other. Such a wild imbalance of power will not slip past anyone.

Someone previously established that a Vagabond does about 525 dps (with drones). Well a Vagabond with 220s and Barrage does 390 gun dps at optimal with three damage mods and will lose significantly less than half that dps to falloff by 18 km.

All that being said if ACs are to gain anything, falloff is the way to go but I'd want to see it be on the order of about 10% not 30%. A 30% increase to AC base falloff would drastically increase the power of hulls with a falloff bonus, which are the hulls that really make or break ACs anyway. Increasing the damage of ACs would only make them closer to blasters and homogenize the weapon systems, falloff gives them a meaningful advantage over blasters and reduces homogenization.

Reality has an almost infinite capacity to resist oversimplification.

Syrias Bizniz
some random local shitlords
#95 - 2014-11-04 13:13:29 UTC
Valleria Darkmoon wrote:
Badman Lasermouse wrote:
Sigras wrote:
That means at the kiting range of 18, the autocannon ship is still doing 51% of its damage while the blaster ship is down to 20.9% each having two damage mods, rupture vs thorax, at 18 km the rupture does roughly twice as much damage.



20% of 1000 is still 50% of 400. No autocannon boat can pull 1000 gun DPS and still have a viable fit. A shield Brutix can, a Mega can do it without breaking a sweat. Try and pull those numbers on a Cane or a Pest, you are already cutting them in half before you even get started. So at 18K, blaster boat still wins the DPS race.

I think I have to stop reading at this point, there is some serious dishonesty going on here.

A Brutix can break 1k dps with a shield fit if it uses Void, so let's all pretend that dps can actually be applied to a ship @ 18 km. The 1k dps also includes damage from the relatively large drone bay (for a non-drone bonused BC), you won't get there from pure gun damage without pimping the fit out a bit. I'll not even start on how you are challenging people to get a Hurricane to do 1k dps after cutting it's damage in half for being at 18 km while talking as if a Brutix with 1k dps will gleefully apply full damage instead of the expected ~0 dps at that same range.

A Megathron can break 1k dps? Sure and with ease, but it's a battleship. A Tempest with 800s T1 ammo and no damage mods of any kind nor drones does 650 dps, please don't quote us 400 dps like we won't notice. Completely dishonest comparison of cruiser dps vs. a battleship. Nowhere are you going to find comparable ship classes where one does 1k dps to the 400 dps of the other. Such a wild imbalance of power will not slip past anyone.

Someone previously established that a Vagabond does about 525 dps (with drones). Well a Vagabond with 220s and Barrage does 390 gun dps at optimal with three damage mods and will lose significantly less than half that dps to falloff by 18 km.

All that being said if ACs are to gain anything, falloff is the way to go but I'd want to see it be on the order of about 10% not 30%. A 30% increase to AC base falloff would drastically increase the power of hulls with a falloff bonus, which are the hulls that really make or break ACs anyway. Increasing the damage of ACs would only make them closer to blasters and homogenize the weapon systems, falloff gives them a meaningful advantage over blasters and reduces homogenization.




Okay, let's crank it up: Any 'good' autocannon barrage kiting fit that people can come up with does less *raw* dps than hybrid platforms deal with medium railguns.

This is not factoring damage projection in.
Just raw, paper DPS. The Hybrid Long Range variant has more.
It's actually so much dps you can get out of rails that a Proteus - without drones! - can break the 1k dps.

But that's not the point, the point is of course the 'combat capability', and since it's common knowledge that Blasters will **** anything up close, brawling is a bad idea for autocannons, at least on the Cruiser-Level.
So, that leaves us with kiting.

Kiting is a technique where you basically use your velocity to keep range on any enemies closing in, and by reducing that delta V of your reavers who are actually faster than you, you have enough time to force them off-field before they get on top of you, or you can disengage on your own.

Unless in really up-close-kiting (20km, roughly), tracking isn't an issue that favors one weapon type over another. Most of the time you're able to keep that transversal low.
So, Railguns are a valid weapon of choice for kiting.
And in the usual engagementrange of Autocannons (Barrage, ~20km - 30km) they just outperform them by a huuuuge amount. Hell, they almost have the same falloff range PLUS a good chunk of optimum PLUS a ton of DPS at the cost of, let's be honest, tons of powergrid and half the tracking.
But screw tracking, you're shooting MWD targets.
Screw huge PG costs, fitting 250mm Rails is the same as trying to fit 425mm ACs. You gotta make some adjustments.


So, what we now have is a Weapon System that is outperformed on short range because Hybrids are better, outperformed at med range because Hybrids are better, and with pretty much no Ship in the Minmatar line being able to fit Artilleries, at long range Hybrids are better.


Projectile weapons, especially mediums, and i particular Autocannons are the Rifter of Guns.
Awesome before iteration, everything is getting buffed, they aren't, add the changed surroundings of ships and you have something that is just plain bad to fit and fly, not because it got nerfed, but because everything else got buffed.

Stitch Kaneland
The Tuskers
The Tuskers Co.
#96 - 2014-11-04 13:18:42 UTC
Valleria Darkmoon wrote:
Badman Lasermouse wrote:
Sigras wrote:
That means at the kiting range of 18, the autocannon ship is still doing 51% of its damage while the blaster ship is down to 20.9% each having two damage mods, rupture vs thorax, at 18 km the rupture does roughly twice as much damage.



20% of 1000 is still 50% of 400. No autocannon boat can pull 1000 gun DPS and still have a viable fit. A shield Brutix can, a Mega can do it without breaking a sweat. Try and pull those numbers on a Cane or a Pest, you are already cutting them in half before you even get started. So at 18K, blaster boat still wins the DPS race.

I think I have to stop reading at this point, there is some serious dishonesty going on here.

A Brutix can break 1k dps with a shield fit if it uses Void, so let's all pretend that dps can actually be applied to a ship @ 18 km. The 1k dps also includes damage from the relatively large drone bay (for a non-drone bonused BC), you won't get there from pure gun damage without pimping the fit out a bit. I'll not even start on how you are challenging people to get a Hurricane to do 1k dps after cutting it's damage in half for being at 18 km while talking as if a Brutix with 1k dps will gleefully apply full damage instead of the expected ~0 dps at that same range.

A Megathron can break 1k dps? Sure and with ease, but it's a battleship. A Tempest with 800s T1 ammo and no damage mods of any kind nor drones does 650 dps, please don't quote us 400 dps like we won't notice. Completely dishonest comparison of cruiser dps vs. a battleship. Nowhere are you going to find comparable ship classes where one does 1k dps to the 400 dps of the other. Such a wild imbalance of power will not slip past anyone.

Someone previously established that a Vagabond does about 525 dps (with drones). Well a Vagabond with 220s and Barrage does 390 gun dps at optimal with three damage mods and will lose significantly less than half that dps to falloff by 18 km.

All that being said if ACs are to gain anything, falloff is the way to go but I'd want to see it be on the order of about 10% not 30%. A 30% increase to AC base falloff would drastically increase the power of hulls with a falloff bonus, which are the hulls that really make or break ACs anyway. Increasing the damage of ACs would only make them closer to blasters and homogenize the weapon systems, falloff gives them a meaningful advantage over blasters and reduces homogenization.


I will agree that some of the numbers being thrown around are not accurate. However, what i say about the vagabond is true. It may not be an exact 50% loss, but its fairly close. Lets use this fit for comparison (this is a fit i fly all the time, and have experience flying it):

[Vagabond, XLASB]
Tracking Enhancer II
Tracking Enhancer II
Gyrostabilizer II
Republic Fleet Gyrostabilizer
Nanofiber Internal Structure II

Large F-S9 Regolith Shield Induction
X-Large Ancillary Shield Booster, Cap Booster 400
Experimental 10MN Microwarpdrive I
Warp Disruptor II

220mm Vulcan AutoCannon II, Republic Fleet EMP M
220mm Vulcan AutoCannon II, Republic Fleet EMP M
220mm Vulcan AutoCannon II, Republic Fleet EMP M
220mm Vulcan AutoCannon II, Republic Fleet EMP M
220mm Vulcan AutoCannon II, Republic Fleet EMP M
Small Unstable Power Fluctuator I

Medium Ancillary Current Router II
Medium Projectile Ambit Extension II

Warrior II x5 (exclude the drones)

This is about the best fit you can due with a vagabond at the moment. Before pimping and going LSB route. Since we're strictly discussing a/c's, the drones are going to be removed from this discussion/fit. So dps goes from 526 to 446 in just guns.

Range is 1.6+26km w/ faction and 3.2+39 w/ barrage

Using faction at 22km is showing 249 dps out of 446 dps
Using barrage at 22 km is showing 286 dps out of 355 dps

So, there you have it, at point range, or MEDIUM range where these guns operate at. They're doing alittle over half their damage. This is with THREE application mods (x2 TE and 1 T2 ambit rig).

Barrage is alittle better, but then pigeon holes you into explo damage and a tracking nerf. Explo isn't that great when you're fighting other shield ships, or t2 amarr. Therefore, all the pro's to a/c's and ammo selection that everyone is talking about here are a moot point with barrage. Less tracking, less dps, and stuck to explo damage. Yes you reach out farther, but do a whole 40dps more. Meh.

Now i say it again, can you kill a dual rep anything with 249-290dps? I mean i guess eventually they'll run out of cap boosters.... lets hope they don't have friends.

Lloyd Roses
Artificial Memories
#97 - 2014-11-04 13:59:29 UTC
Stitch Kaneland wrote:
[quote=Valleria Darkmoon][quote=Badman Lasermouse][quote=Sigras]
Vagabond
Range is 1.6+26km w/ faction and 3.2+39 w/ barrage
Using faction at 22km is showing 249 dps out of 446 dps
Using barrage at 22 km is showing 286 dps out of 355 dps


My worm does more damage. A Deimos more than doubles that value with rails or just exceeds with Null.

Also, a weapon is probably broken if there are only two fits for one ship left using them (active Sleipnir), with100% of other hulls being exclusively fitted with 720s or ignored.
(hurricane, rupture, cynabal, muninn, loki, gangnir all fit 720s; given that stabber/stabberFI are very craptastic as they struggle with artillery)
Stitch Kaneland
The Tuskers
The Tuskers Co.
#98 - 2014-11-04 14:24:52 UTC
Lloyd Roses wrote:
Stitch Kaneland wrote:
[quote=Valleria Darkmoon][quote=Badman Lasermouse][quote=Sigras]
Vagabond
Range is 1.6+26km w/ faction and 3.2+39 w/ barrage
Using faction at 22km is showing 249 dps out of 446 dps
Using barrage at 22 km is showing 286 dps out of 355 dps


My worm does more damage. A Deimos more than doubles that value with rails or just exceeds with Null.

Also, a weapon is probably broken if there are only two fits for one ship left using them (active Sleipnir), with100% of other hulls being exclusively fitted with 720s or ignored.
(hurricane, rupture, cynabal, muninn, loki, gangnir all fit 720s; given that stabber/stabberFI are very craptastic as they struggle with artillery)


Yea its pretty low dps. Great for killing frigs, but id like my 300m HAC be able to kill more than frigs.

Artillery is kind of in the shitter as well. Rail deimos can fit rails and a moderate tank. Try and fit any minmatar ship with arty and moderate tank and its damn near impossible. Even on the muninn which is DESIGNED for artillery. Needs double fitting mods in most cases, and then sometimes implants.

I wouldnt be so picky about ac falloff if artillery was a legit weapon system and not something that was used to only camp gates and shoot freighters in HS.
Arla Sarain
#99 - 2014-11-04 14:29:40 UTC  |  Edited by: Arla Sarain
General profile between ACs and Blasters is
25% more falloff and 25% more tracking respectively (from Slasher and Atron with biggest Small Turrets both setup for falloff, clear difference being hull bonuses)
That's not considering the damage.

Thing is, 25% flat out tracking is significant, whilst 25% more falloff over a small optimal range isn't much at all - it's not like you will be shooting from the edge of falloff where your DPS is 40% of max.

With this, IMO, falloff buff to AC suggestions are perfectly justified. This is under the principle that, stats shouldn't be balanced proportionally to other stats, but to their application. The falloff buff should be therefore done with considerations on the typical decent falloff operation of 30%.
Harvey James
The Sengoku Legacy
#100 - 2014-11-04 14:46:07 UTC
Lloyd Roses wrote:
Stitch Kaneland wrote:
[quote=Valleria Darkmoon][quote=Badman Lasermouse][quote=Sigras]
Vagabond
Range is 1.6+26km w/ faction and 3.2+39 w/ barrage
Using faction at 22km is showing 249 dps out of 446 dps
Using barrage at 22 km is showing 286 dps out of 355 dps


My worm does more damage. A Deimos more than doubles that value with rails or just exceeds with Null.

Also, a weapon is probably broken if there are only two fits for one ship left using them (active Sleipnir), with100% of other hulls being exclusively fitted with 720s or ignored.
(hurricane, rupture, cynabal, muninn, loki, gangnir all fit 720s; given that stabber/stabberFI are very craptastic as they struggle with artillery)


gurista is OP atm..
stabber should have got 5 turrets and an extra low .. then its dps would be fine .. but generally i think a small damage buff makes sense.. the cane needs 2 damage bonuses and still its dps is underwhelming

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