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Player Features and Ideas Discussion

 
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Blasters Idea

Author
James Draekn
X.E.N.O. Industries
#1 - 2012-01-21 12:26:47 UTC  |  Edited by: James Draekn
Blasters have needed some love for a long time. Game changes over the years have made blasters one of the least desirable weapon classes. Game changes include: hit point buff, passive/buffer tanks, pulse laser boosts (plus scorch ammo), warp scrambler shutting off MWD and longer range webifiers (14-15km) becoming more common. All these changes means that a blaster ship will unlikely get within optimal range.

The role of a blaster ship is to overwhelm a enemies defense before it is overwhelmed, and to do this at some of the shortest ranges in the game. To allow blaster ships to have a slightly wider engagement range, without nerfing other ships I present the following suggestions.

Way forward:

Ammo:

- Create Blaster specific ammo (plus faction variants), with the following stats:

Blaster Type 1 ammo = zero range bonuses, same damage as antimatter
Blaster Type 2 ammo = 25% range optimal boost, same damage same as thorium.
Blaster Tech II ammo = Null/Void range bonus will be changed to affect only optimal.

Guns:

- All classes (Electron, Ion, Neutron) and sizes (Small, Medium , Large) of blasters will have the same base range (18km with a falloff range of 100m). The only difference between blaster weapons will be fitting and damage output.

Ships:

- All blaster focused ships with a falloff bonus will have that bonus changed to optimal bonuses.

desired outcomes:

- Increased range will mean that engaging/warp disrupting a blaster ship means you are within its weapons range.

- The damage model doesn't change, just the ability to get the blasters within optimal range.
King Rothgar
Deadly Solutions
#2 - 2012-01-21 12:50:13 UTC  |  Edited by: King Rothgar
James Draekn wrote:

Blaster Type 1 ammo = zero range bonuses, same damage as antimatter

...

- All classes (Electron, Ion, Neutron) and sizes (Small, Medium , Large) of blasters will have the same base range (18km with a falloff range of 100m).


Thus a harpy with blasters and antimatter would have a 36km optimal and higher dps output than any non-blaster frigate hull in the game. You propose making the highest damage, shortest ranged turret into the longest range but still highest damage turret all the way up to BS class.

[u]Fireworks and snowballs are great, but what I really want is a corpse launcher.[/u]

James Draekn
X.E.N.O. Industries
#3 - 2012-01-21 13:01:35 UTC
King Rothgar wrote:


Thus a harpy with blasters and antimatter would have a 36km optimal and higher dps output than any non-blaster frigate hull in the game. You propose making the highest damage, shortest ranged turret into the longest range but still highest damage turret all the way up to BS class.



The range numbers can be adjusted for balance. The primary goal is to open up the engagement window and allow blasters to get into optimal.

The concern of the harpy having that kind of range also means that at 37-38km the harpy isnt hitting at all any more. Making blaster a absolute range type of weapon, but I agree with your concern.

Overall I would propose a 25KM range (with skills and ship bonuses) with Type 1 ammo.