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T1 Ammo: Make it ALL Useful!

First post
Author
Spugg Galdon
Federal Navy Academy
Gallente Federation
#21 - 2012-02-10 11:25:43 UTC
bump
Spugg Galdon
Federal Navy Academy
Gallente Federation
#22 - 2012-02-11 07:54:12 UTC
bump
Nestara Aldent
Citimatics
#23 - 2012-02-11 11:44:43 UTC  |  Edited by: Nestara Aldent
In general I like the idea. It should cover faction ammo as well, and give it use besides T2 ammo.
DarkAegix
Center for Advanced Studies
Gallente Federation
#24 - 2012-02-11 14:03:43 UTC
Oh yes.
I might not agree with your specific numbers (Although I haven't given them any thought), but making at the very least more ammo useful is certainly a good idea.
Alxea
Unstable Pirate Sharks Of The Damed Sea
#25 - 2012-02-11 15:15:08 UTC
Then give me Tech 3 ammo!
Amaroq Dricaldari
Ministry of War
Amarr Empire
#26 - 2012-02-11 20:27:59 UTC
Alxea wrote:
Then give me Tech 3 ammo!

ERROR: CRITICAL EXISTENCE FAILURE

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

Corina Jarr
en Welle Shipping Inc.
#27 - 2012-02-11 21:05:32 UTC
Spugg Galdon wrote:
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

Every Amarr ship can fit a full gun load of every t1 crystal it would need without a problem.
Added that we only lose about a second to switch ammo... it is wise to switch every 10km to maximize dps.
Also, crystals use different amounts of cap. Sometimes I have to switch to Gamma instead of Multi to keep my cap up (especially with tachs on the Oracle).


The only crystals I don't use at this point is Radio because it puts my optimal well past my lock range.
Veronica Kerrigan
Republic University
Minmatar Republic
#28 - 2012-02-12 03:44:03 UTC  |  Edited by: Veronica Kerrigan
Spugg Galdon wrote:


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) ............. : +50% RoF -50% Damage -50% optimal
X-Ray (Short Range hi tracking) .........: -50% optimal +10% tracking low dmg



Note the italics. It has the same range as your mulitfrequency and Infra-red, but it deals rather less DPS than either of them, with no appreciable advantages. You say you want to make all ammo type useful, but you have in your own balancing, made one useless. -1

-Vern
Amaroq Dricaldari
Ministry of War
Amarr Empire
#29 - 2012-02-12 04:53:41 UTC
Woah. I can tell by your name that you're a Starcraft fan.
In addition, it is a coincidence that your character's name is Veronica, because I once came up with a Starcraft character by that name.

Back on Topic:

Tech III Ammunition would be awesome, but it would require Tech III Weapons, it would have high Skill Prerequisits, and it would potentially be overpowered. Plus, I don't see how you could put the Tech III Potential in Ammunition and Weapons.

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

ISD Eshtir
ISD Community Communications Liaisons
ISD Alliance
#30 - 2012-02-12 10:46:39 UTC
Please stop bumping your thread. This is a discussion thread and not a sale thread. Posting the word "bump" or other one liner to keep your thread at the top is considered spam and can result in a warning for the offending forum patron.

ISD Eshtir

Captain

Community Communication Liaisons

Interstellar Services Department

Spugg Galdon
Federal Navy Academy
Gallente Federation
#31 - 2012-02-12 12:40:05 UTC
Veronica Kerrigan wrote:
Spugg Galdon wrote:

Gamma (short range hi RoF) ............. : +50% RoF -50% Damage -50% optimal


Note the italics. It has the same range as your mulitfrequency and Infra-red, but it deals rather less DPS than either of them, with no appreciable advantages. You say you want to make all ammo type useful, but you have in your own balancing, made one useless. -1

-Vern


The idea behind this ammo was high RoF. I've messed up the maths here though as I should of said +100% RoF and -50% damage. Essentially double the RoF but half the damage per shot so a ship with a RoF bonus (Zealot) should get the most benefit. Good spot though. I will edit the original post.


ISD Eshtir wrote:
Please stop bumping your thread. This is a discussion thread and not a sale thread. Posting the word "bump" or other one liner to keep your thread at the top is considered spam and can result in a warning for the offending forum patron.


Apologies. I was only trying to promote discussion on the topic and I felt the best way would be to advertise it on the first page of the forums hence the bumping.
Spugg Galdon
Federal Navy Academy
Gallente Federation
#32 - 2012-02-19 11:07:03 UTC
CCP Tallest did say that he would review ammo a little more when he was rebalancing hybrids. I wonder if he meant anything more than what we've already gotten out of him (as in the T2 ammo rebalance).

T1 ammo desperately needs to be reworked. Eve tends to be about maximising your fit and the current ammo types don't let us do that. Please give us something like what I've suggested or at least look into it.
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