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T1 Ammo: Make it ALL Useful!

First post
Author
Spugg Galdon
Federal Navy Academy
Gallente Federation
#1 - 2012-01-30 17:56:46 UTC  |  Edited by: Spugg Galdon
Currently, T1 ammo (including faction versions) is mostly useless for Lasers and Hybrids. There are really only two different ammo types that people actually use which is shortest range and longest range. All the other ammo types do is off marginally better range in overlapping steps or small bonuses to capacitor usage. Projectiles get damage type selection, high tracking and long range ammo types. So how about Lasers and Hybrids get some better ammo options. I've listed some suggestions below (just suggestions!) for an ammo rework that would give each ammo type a real "role" that they can be used in.

Two "Short Range" High damage ammo's that give the weapons a choice in damage type within the weapons damage profile
Multifrequency (short range EM) ........: Hi EM low Thermal -50% optimal
Infra-red (Short rng Thermal) .............: Hi thermal damage low EM -50% optimal

Two "Short Range" Speciality ammo's that offer either a ROF bonus (useful for specific ships) and a High Tracking ammo
Gamma (short range hi RoF) ............. : +100% RoF -50% Damage -50% optimal (Double RoF but 1/2 the damage per shot)
X-Ray (Short Range hi tracking) .........: -50% optimal +10% tracking low dmg

Two "Mid Range" Ammo's
Ultraviolet (Mid range Mid dmg)...........: +25% optimal
Standard (V.Low Cap Use Mid Rng) ..: +25% optimal -50% cap use -20% damage

Two "Long Range" ammo's. One offering heavy volley damage at the expense of tracking and one "Extreme" range ammo
Microwave (Sniper/Alpha low RoF)......: +75% dmg -75% Rof +40% optimal +100% Cap use
Radio (Extreme long range)..................: +60% optimal


Two "Short Range" High damage ammo's that give the weapons a choice in damage type within the weapons damage profile
Antimatter (Short rng Thermal)..............: High Thermal low Kinetic damage -50% optimal
Lead (Short rng Kinetic)...........................: hi kinetic low Thermal -50% optimal

Two "Short Range" Speciality ammo's that offer either a ROF bonus (useful for specific ships) and a High Tracking ammo
Uranium (Short-Mid rng Hi RoF).............: +100% Rof -50% dmg -25% optimal -25% falloff (Double RoF but 1/2 damage per shot)
Plutonium (Short-Mid rng Hi tracking):.... -25% optimal & falloff +10% tracking low dmg

Two "Mid Range" Ammo's
Thorium (Hi falloff low optimal)................: +50% Falloff
Iridium (Hi optimal Low falloff)..................: +50% Optimal

Two "Long Range" ammo's. One offering heavy volley damage at the expense of tracking and one "Extreme" range ammo
Tungsten (Sniper/Alpha low RoF)............: +75% dmg -75% Rof +40% optimal & falloff +100% Cap use
Iron (Extreme long range)..........................: +60% Optimal & fall off

Remember to hit the "like" button if you think this is a good idea.

Post any feedback. I love getting flamed so don't be shy Blink

Edited hi RoF ammo's as I messed up. Veronica pointed me to my error
Spugg Galdon
Federal Navy Academy
Gallente Federation
#2 - 2012-01-31 09:47:46 UTC
Any feedback?
Aqriue
Center for Advanced Studies
Gallente Federation
#3 - 2012-01-31 10:19:00 UTC
GTFO of my head! Shocked

I had a similar thought on damage types, not the RoF bonus (but 50% is way to high). Was thinking like you, that Gal/Amarr damage types can be purified but still stay true to their own damage types.

Laser:
High EM low thermal -50% range
High thermal low EM -50% range

Hybrid:
High therm low kin -50% range
High kin low therm -50% range

Essentially lets the two gun types switch to the proper damage type they may need
EM is nice against shields, less then stellar against Armor where therm can take over (thinking T1 hull resist profile)
Kin is great against say serp/gurista but less useful against Angel (angel resist therm but their secondary is kin, but kin is usually lowest damage type of split so its like getting both sides resisted).
Spugg Galdon
Federal Navy Academy
Gallente Federation
#4 - 2012-01-31 11:31:14 UTC
The idea behind the high RoF ammo is that it would be beneficial for a shop with a RoF bonus as they would get more out if it. It would however cost a lot of cap to use it so it has it's drawbacks. 
What about the other ammo types? Think they would give better options?
Spugg Galdon
Federal Navy Academy
Gallente Federation
#5 - 2012-02-01 15:34:08 UTC
bump
Amaroq Dricaldari
Ministry of War
Amarr Empire
#6 - 2012-02-01 20:55:47 UTC
But I like my long-range Infrared crystals.

What would be nice, however, is if they changed the colors of the frequency crystals as they did more damage or got a longer range. Short Wavelength = High Damage, Short Range. Long Wavelength = Low Damage, Long Range.

Also, I want the old Missile names back. And the old AB/MWD names.

This is my signature. There are many like it, but this one is mine.

Kolya Medz
Kolya Inc.
#7 - 2012-02-01 21:12:22 UTC
I like the idea of being able to do more therm than kin with hybrids or more therm than EM with lasers. Would help to being other weapons in line with projectiles without making everything exactly the same.(Exp lasors or EM hybrids. LOL no ty.)
Amaroq Dricaldari
Ministry of War
Amarr Empire
#8 - 2012-02-01 21:27:31 UTC
Kolya Medz wrote:
I like the idea of being able to do more therm than kin with hybrids or more therm than EM with lasers. Would help to being other weapons in line with projectiles without making everything exactly the same.(Exp lasors or EM hybrids. LOL no ty.)

With CCP's prototype Ex/Kin frequency crystals (for Tech II lasers), they have an explanation for it. They are actually laser-powered devices that generate beams of sub-atomic particles, like Gravitons and Electrons.

This is my signature. There are many like it, but this one is mine.

Spugg Galdon
Federal Navy Academy
Gallente Federation
#9 - 2012-02-01 21:42:32 UTC
We're getting a little off topic here. 

The idea is to improve T1 ammo not introduce more T2 ammo. 
The current selection of ammo offers very little versatility unless you're using projectiles of course
Fidelium Mortis
Minor Major Miners LLC
#10 - 2012-02-01 21:57:07 UTC
That's way too much complexity for crystals. I would like to see crystals consolidated into 3 basic ranges - short, medium, long - and just add a bit more variability between the EM/Therm damage (some that are high EM or high Therm). This would keep the crystals fairly unique, while adding a bit of utility utility. Mirroring laser damage after other weapon types (ie. projectiles) would homogenize the game too much.

ICRS - Intergalactic Certified Rocket Surgeon

Spugg Galdon
Federal Navy Academy
Gallente Federation
#11 - 2012-02-02 09:30:06 UTC
Well I have only suggested 3 ranges (short, mid and long)
Concerning the suggested changes, I thought it would be best to keep damage selection within the weapons damage profile and to only have it in the short range ammo types. This mirrors projectile ammo in that they can choose damage type but (really) only at short range. 
I also thought that more options at short range (higher RoF and high tracking ammo) would be better than diluting the range pool with ammo that is probably useless. 

The mid range ammo for hybrids is designed for the two different races that use hybrids but in different ways. 

The mid range ammo for lasers had kiting energy neuts in mind. Basically  ultraviolet for kiting neuts as you want to stay out of range whilst still dealing significant damage and standard for when you're being neuted or are using cap intensive modules. 

The long range ammo is designed to give hybrids and lasers an option to sniper which is the alpha ammo and an option to short at extreme range. 
The alpha ammo is designed to give these two weapon systems a way to compete with projectiles without stepping on their toes. It also comes with heavy RoF, capacitor use and tracking penalties to prevent it from being the ammo of choice. 

I wouldn't have thought that it was a complex selection of ammo as you basically get:
Short range options-
Damage selection
High RoF
High tracking

Mid range options-
Mid range ammo
Low cap use ammo (lasers only)

Long range options-
High volley low RoF
Long range
TheBlueMonkey
Center for Advanced Studies
Gallente Federation
#12 - 2012-02-02 15:08:47 UTC
When flying laser boats, I'm constantly switching T1 ammo based on range.

Hybrids though I agree, as they take longer to switch ammo types, I tend to stick to longest and shortest range.

so I kinda agree... sort of
Spugg Galdon
Federal Navy Academy
Gallente Federation
#13 - 2012-02-03 09:27:16 UTC
TheBlueMonkey wrote:
When flying laser boats, I'm constantly switching T1 ammo based on range.

Hybrids though I agree, as they take longer to switch ammo types, I tend to stick to longest and shortest range.

so I kinda agree... sort of



You switch ammo every 5-10km change in range? I could understand every 30-50km (Using Beams) but every 10km just seems overkill and do you have enough room in your cargo hold for all those crystals?

I seriously think short, mid, long range is enough.

Not: short, not so short, nearly mid, mid, a bit more than mid, nearly long and long range. Roll
Griptus
Doomheim
#14 - 2012-02-03 13:32:10 UTC  |  Edited by: Griptus
Let's keep it simple. If players only use either the shortest or longest range ammo, then we can leave out the mid-range stuff. Laser crystals and hybrid charges need to offer better damage specialization but, we can leave the tracking, rof, and cap use bonuses/penalties for the ships. So all we really want is four types of ammo for each type of weapon:

Two short range types of ammo with high damage, an optimal penalty, and opposite damage ratios.
Two long range types of ammo with low damage, an optimal bonus, and opposite damage ratios.

Let CCP work out the numbers.
Ager Agemo
Rainbow Ponies Incorporated
#15 - 2012-02-03 15:31:28 UTC
Griptus wrote:
Let's keep it simple. If players only use either the shortest or longest range ammo, then we can leave out the mid-range stuff. Laser crystals and hybrid charges need to offer better damage specialization but, we can leave the tracking, rof, and cap use bonuses/penalties for the ships. So all we really want is four types of ammo for each type of weapon:

Two short range types of ammo with high damage, an optimal penalty, and opposite damage ratios.
Two long range types of ammo with low damage, an optimal bonus, and opposite damage ratios.

Let CCP work out the numbers.



this ^
Lasers:

short range crystals: (for what it matters it should be pure EM and pure thermal, and T2 should be the combined damage)
high EM
high Thermal

Medium range: same thing
long range: same thing



Hybrids
Short range:
Pure kinetic
Pure Thermal

Medium and long range, same thing.

T2 hybrid ammo = they work as intended to be honest... tho spike should get the tracking penalty removed....
Xolve
State War Academy
Caldari State
#16 - 2012-02-03 17:56:37 UTC
Pretty sure the combination of T1 crystals never breaking, and reloading automatically compensates adequately for their relative T1 uselessness.

Besides, Amarr only has 2 types of Ammo, Scorch and Multifreq. Everything else is literally ****, and shouldn't be used, ever.
Ocih
Space Mermaids
#17 - 2012-02-03 18:18:36 UTC
I'd rather see them toggle the base damages.

Crystals are designed to kill shields at short range, period. That combat model is outdated and designed for a war we never fought. It's the same for all the ammo in the game. They are designed to do base damages drawing on an enemy that isnt there.

Give Beam crystals more Armor damage, give Pulse more shield.

Do similar for all 4 sets because it isnt just laser. EVE went truly Omni when CCP gave up and cookie cut the Sansha Incursion tanks and dps. We are still second class to them and will stay that way as long as we have gimp damage and tank.
Spugg Galdon
Federal Navy Academy
Gallente Federation
#18 - 2012-02-05 11:15:57 UTC
Xolve wrote:

Besides, Amarr only has 2 types of Ammo, Scorch and Multifreq. Everything else is literally ****, and shouldn't be used, ever.


Which is exactly the point of this suggestion. Make all the T1 ammo useful for something/certain situations
Spugg Galdon
Federal Navy Academy
Gallente Federation
#19 - 2012-02-06 05:55:05 UTC
bump
Spugg Galdon
Federal Navy Academy
Gallente Federation
#20 - 2012-02-09 09:53:09 UTC
Bump
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