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Idea for faction weapons and T2 ammo - possible isk sink idea

First post
Author
Soi Mala
Whacky Waving Inflatable Flailing Arm Tubemen
#21 - 2012-08-05 23:12:07 UTC
Liang Nuren wrote:


Ed: Have to admit, let me load up T2 ammo and make Caldari Blasters have 2x optimal and Federation Navy Blasters have 2x Falloff.... !


oh god yes.
ISD TYPE40
Imperial Shipment
Amarr Empire
#22 - 2012-08-05 23:34:43 UTC
Thread moved from General Discussion to Features and Ideas Discussion - ISD Type40.

[b]ISD Type40 Lt. Commander Community Communication Liaisons (CCLs) Interstellar Services Department[/b]

Kitt JT
True North.
#23 - 2012-08-06 05:58:06 UTC
look up what an isk sink is.

when a ship or module dies, there is exactally zero isk removed from the game.

infact, pvp involving ship losses is an isk faucet because of insurance -something ccp should probably just do away with entirely.
Verity Sovereign
Sebiestor Tribe
Minmatar Republic
#24 - 2012-08-06 07:34:19 UTC
Another thread on T2 ammo in Faction guns...
Personally I'm for it, as Faction modules are as good as, or better than T2 modules in every category except weapons.

Quote:
Currently the only reasons (that I'm aware of) to use faction guns are if you don't have the skills for T2 guns, or if your fit is tight on powergrid/CPU--which probably just means that you haven't trained the weapons upgrade skills.


No to your second part. Faction guns have the same powergrid requirements as T2 weapons.
They have the CPU reqs of a meta4 gun, and the PG reqs of a T2 gun. As PG is often the limiting factor on gunboats, Faction guns don't help your fitting.

One advantage they do give over T2 applies only to hybrids and lasers - reduced capacitor consumption. T2 guns use 33.3% more capacitor than Faction guns. This is why I use Faction Tachyon lasers in PvE, (combined with the fact that the T2 beam laser ammo isn't all that useful, aurora only does the damage of a standard crystal, and the standard crystal already has plenty of range for my usage. The close range ammo might be interesting for its tracking boost though).

For projectile guns... I can't see why you'd ever choose to use faction - same PG reqs, less damage, no T2 ammo.
Maybe faction projectile guns (and to balance it somewhat, hybrids as well), should have more capacity, so you can shot them more before reloading.

Another interesting possibility that would apply only to lasers: Faction crystals take no damage when fitted in faction lasers.
I can't think of a way to do this for hybrids or projectiles, except to create nearly identical (but much cheaper) faction ammo that can only be fired in faction guns and not T1/T2 guns.

I would also consider splitting the faction weapons:
Empire faction weapons = Upgraded T1 weapons (lower PG reqs to be the same as meta 4), unlimited use of faction ammo.
Pirate faction weapons = Upgraded T2 weapons - benefit from and require spec skill, and can use T2 ammo.
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