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Gallente (+Some Caldari Lovin)

First post
Author
whoyoulookingat
School of Applied Knowledge
Caldari State
#81 - 2011-10-14 19:10:30 UTC  |  Edited by: whoyoulookingat
A Clearer outline of each race should be made before deciding on what changes need to be introduced.

e.g.

Amarr:
Heavy tankers / Lasers with best DPS mid ~ long range (cr*ppy tracking up close)

Caldari:
E-war specialists / Missile spammers (dps delay)

Gallente:

Drone specialists / Burst speed specialists (Insane burst speed but kills the cap)

Minmatar:

Speed tankers / Falloff specialists (reduced dps)

Hybrids should be the "stop gap" weapon for Gallente & Caldari - same as missiles & drones (to a certain degree) are for most Amarr & Minny ships. Obviously, with a few exceptions to certain ships (as is the case with all certain race ships) and adjust the ship bonuses accordingly.

^^
above is just a very crude example
MeBiatch
GRR GOONS
#82 - 2011-10-14 20:19:02 UTC
Grimpak wrote:
Clarc's proposed changes are.. good actually.


I'm still more partial to massively boost DPS, moderately boost tracking and cut down range even further tho.


I don't like the ammo changes tho. should be another way than to make them "projectiles MK. II" tbhStraight



care to explain a tad bit more what your beef with the ammo boost is? you dont like the tracking boost? i like the boost cuss it means that hybrids will be better for PVE... damage selection is a good thing... trakcing boost is also a good thing...

hell the ammo boost is the martha fracking stewart of hybrid boost its a "good" thing...

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Grimpak
Aliastra
Gallente Federation
#83 - 2011-10-14 21:23:20 UTC
MeBiatch wrote:
Grimpak wrote:
Clarc's proposed changes are.. good actually.


I'm still more partial to massively boost DPS, moderately boost tracking and cut down range even further tho.


I don't like the ammo changes tho. should be another way than to make them "projectiles MK. II" tbhStraight



care to explain a tad bit more what your beef with the ammo boost is? you dont like the tracking boost? i like the boost cuss it means that hybrids will be better for PVE... damage selection is a good thing... trakcing boost is also a good thing...

hell the ammo boost is the martha fracking stewart of hybrid boost its a "good" thing...




it's more an issue over the "everything should be the same" thing.

I don't mind a boost to ammo, but I would try to retain uniqueness on it. proposed ammo changes simply sound too much like projectile ammo changes.



not saying they aren't good btw, my beef is just that "more of the same" sounds more like an half-assed fix.

[img]http://eve-files.com/sig/grimpak[/img]

[quote]The more I know about humans, the more I love animals.[/quote] ain't that right

MeBiatch
GRR GOONS
#84 - 2011-10-14 23:18:08 UTC
grimpak but thats the thing hybrids have all the bad qualities of both energy and projectiles... with the ammo boost this will at the very least gives blasters some of the good qualities of the other turret types...

but cest la vie eh? when it comes to balance not eveyone is going to be happy with all the changes...

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Grimpak
Aliastra
Gallente Federation
#85 - 2011-10-14 23:32:58 UTC
MeBiatch wrote:
grimpak but thats the thing hybrids have all the bad qualities of both energy and projectiles... with the ammo boost this will at the very least gives blasters some of the good qualities of the other turret types...

but cest la vie eh? when it comes to balance not eveyone is going to be happy with all the changes...



I know, and tbh the ammo thing is really more of a pet peeve than anythingP. gives me that nagging feeling that there should be a better way.


but as you said, it's impossible to everyone being happy with all the changes.Smile

[img]http://eve-files.com/sig/grimpak[/img]

[quote]The more I know about humans, the more I love animals.[/quote] ain't that right

Pattern Clarc
Citeregis
#86 - 2011-10-14 23:35:45 UTC  |  Edited by: Pattern Clarc
I hear what your saying about the ammo changes, I guess on the surface there are some similarities but the actual effect of the changes is quite different...

Ok,

I've been looking at Railguns in depth lately. I've got a clearer idea of were they need to be.

The 33% increase to optimal range has now been scrapped.

Railguns now do more damage, and much more damage at longer ranges. True to the RP nature of what most of us consider railguns to be like, ultra high muzzle velocity means, damage attenuates much less at long to ultra long range.

This picture should help explain the changes:

http://www.theskyunion.com/railguns.jpg

Railgun base damage increased by 10%
Spike base damage increased by 25%
Javelin - Increases tracking by 50% - 5% Less damage than CN Antimatter and 100% increased capacitor usage
Iron base damage increased by 20%
Plutonium - (Same as current plutonium except: ), 20% Kinetic, 80% Thermal damage
Uranium - -(Same as current plutonium except: ), 80% Kinetic, 20% Thermal damage

Thorium - (Same as current thorium except: ) 0% increase to optimal, 20% increase to tracking, 80% Kinetic, 20% Thermal
Lead - (Same as current thorium except: ) 0% increase to optimal, 20% increase to tracking, 20% Kinetic, 80% Thermal damage

Iridium - (Same as current thorium except: ) 0% increase to optimal, 20% increase to falloff, 80% Kinetic, 20% Thermal
Tungsten - (Same as current thorium except: ) 0% increase to optimal, 20% increase to falloff, 20% Kinetic, 80% Thermal damage


Beams should and will always out damage and out track at short to medium range, all other turrets. Artillery will always have the most alpha. They have high fitting requirements, and in most cases high enough capacitor usage that continuous fire is not an option without logistics. However, Rails did pointless damage at long range, and had too poor tracking at medium ranges for most damage bonuses to have a meaningful impact.

These modifications solve this. Javelin, Lead and Thorium both help tracking at medium ranges. Overall, the changes to ammo and railgun damage mods increase DPS at range by 30 to 35%.

Ex CSM member & Designer of the Tornado. Gallente - Pilot satisfaction

Pattern Clarc
Citeregis
#87 - 2011-10-15 00:06:54 UTC
whoyoulookingat wrote:
A Clearer outline of each race should be made before deciding on what changes need to be introduced.

e.g.

Amarr:
Heavy tankers / Lasers with best DPS mid ~ long range (cr*ppy tracking up close)

Caldari:
E-war specialists / Missile spammers (dps delay)

Gallente:

Drone specialists / Burst speed specialists (Insane burst speed but kills the cap)

Minmatar:

Speed tankers / Falloff specialists (reduced dps)

Hybrids should be the "stop gap" weapon for Gallente & Caldari - same as missiles & drones (to a certain degree) are for most Amarr & Minny ships. Obviously, with a few exceptions to certain ships (as is the case with all certain race ships) and adjust the ship bonuses accordingly.

^^
above is just a very crude example

Your that there needs to be a frame work on what gallente is in relation to the rest of the races...

I guess everyone has pretty much taken the above for granted. I certainly feel like everyone should already know, but if you don't, or if in case we have completely different ideas on what all the races are/do, this is what I think.


Amarr:
AKA Golden Laser bricks of doom

Masters of:
Fleet Warfare
Capacitor Warfare
Armour tanking
Medium Range


Minmatar:
AKA Rusty Knives that stab you in the face or kill you with Aids.

Masters of:
Kiting, fighting in fall off and death by 1000 paper cuts
Range dictation (speed, webbing)
Alpha
The MTSNBN


Caldari:
AKA Tengus, Drakes and Because of Falcon.

Masters of:
Ranged warfare
Shield tanking
MISSILES
Rails
Target jamming



So where does gallente fit in?

How about:

Gallente:
AKA Boat Violence

Masters of:
Ganking
Getting up close and personal... and winning*
Blasters
DRONES
Warp disruption and scram specialists


Right now, Gallente can't get up close and personal fast enough, whilst tanking hard enough, and laying down enough pain or having enough utility to succeed. In addition, there ain't enough true drone boats anymore, especially compared to the number of Caldari missile boats. All these things need to change

Ex CSM member & Designer of the Tornado. Gallente - Pilot satisfaction

Grimpak
Aliastra
Gallente Federation
#88 - 2011-10-15 05:49:09 UTC
Pattern Clarc wrote:
I hear what your saying about the ammo changes, I guess on the surface there are some similarities but the actual effect of the changes is quite different...

Ok,

I've been looking at Railguns in depth lately. I've got a clearer idea of were they need to be.

The 33% increase to optimal range has now been scrapped.

Railguns now do more damage, and much more damage at longer ranges. True to the RP nature of what most of us consider railguns to be like, ultra high muzzle velocity means, damage attenuates much less at long to ultra long range.

This picture should help explain the changes:

http://www.theskyunion.com/railguns.jpg

Railgun base damage increased by 10%
Spike base damage increased by 25%
Javelin - Increases tracking by 50% - 5% Less damage than CN Antimatter and 100% increased capacitor usage
Iron base damage increased by 20%
Plutonium - (Same as current plutonium except: ), 20% Kinetic, 80% Thermal damage
Uranium - -(Same as current plutonium except: ), 80% Kinetic, 20% Thermal damage

Thorium - (Same as current thorium except: ) 0% increase to optimal, 20% increase to tracking, 80% Kinetic, 20% Thermal
Lead - (Same as current thorium except: ) 0% increase to optimal, 20% increase to tracking, 20% Kinetic, 80% Thermal damage

Iridium - (Same as current thorium except: ) 0% increase to optimal, 20% increase to falloff, 80% Kinetic, 20% Thermal
Tungsten - (Same as current thorium except: ) 0% increase to optimal, 20% increase to falloff, 20% Kinetic, 80% Thermal damage


Beams should and will always out damage and out track at short to medium range, all other turrets. Artillery will always have the most alpha. They have high fitting requirements, and in most cases high enough capacitor usage that continuous fire is not an option without logistics. However, Rails did pointless damage at long range, and had too poor tracking at medium ranges for most damage bonuses to have a meaningful impact.

These modifications solve this. Javelin, Lead and Thorium both help tracking at medium ranges. Overall, the changes to ammo and railgun damage mods increase DPS at range by 30 to 35%.
I can get behind this, but the nagging feeling is still brooding over in the back of my head.

guess for the sake of sanity I'll ignore it. we can't have it allP

how would a ROF increase on the rails work btw? I always wondered how rails would work as a rapid-fire sniper weapon.

[img]http://eve-files.com/sig/grimpak[/img]

[quote]The more I know about humans, the more I love animals.[/quote] ain't that right

Nova Fox
Novafox Shipyards
#89 - 2011-10-15 05:59:40 UTC  |  Edited by: Nova Fox
The shell is more easily magnetizable than other kinds like i can see antimatter rounds being difficult to magnetize as you are trying to void having a containment field loss.

I applaud clarcs attempt to make more ammo considerations other than base damage and range, I hope he extends this to all other types. Which imo is something all guns need.

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

MeBiatch
GRR GOONS
#90 - 2011-10-15 17:16:10 UTC
i am at work now and cant load eft... can someone crunch the numbers and tell me what a eagle will be doing with 250's 3 mag stabs and spike now?

grim i too like a rof bonus... though should it be for tech I or tech II ship classes for caldari... or is it even needed now after clerks boost to rails?

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Wacktopia
Fleet-Up.com
Keep It Simple Software Group
#91 - 2011-10-15 22:16:13 UTC
baltec1 wrote:
My mega doing 1200m/s, even more firepowa and getting 40% more tracking at an effective range of 50km with null?


Twisted


What's not to like? :)

Kitchen sink? Seriousy, get your ship together -  Fleet-Up.com

MeBiatch
GRR GOONS
#92 - 2011-10-15 22:47:59 UTC  |  Edited by: MeBiatch
n/m Oops

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Pattern Clarc
Citeregis
#93 - 2011-10-15 23:32:14 UTC  |  Edited by: Pattern Clarc
I think you must have included drones MeBiatch which you can't really do out to those ranges,


For ship damage I get...
With: 3x tracking modules, 3x damage mods, no drones, no missiles, reload time accounted for and long range ammo loaded.

Deimos: 235 DPS (317 after)
Eagle: 188 DPS (254 after)
Muninn: 232 DPS
Zealot: 290 DPS

With drones, missiles, close range faction ammo and fitting mods included, the picture looks like this...
Deimos: 564 DPS (604 after)
Eagle: 364 DPS (396 after)
Muninn: 578 DPS
Zealot: 500 DPS

(Cerberus: 478 DPS out to 171km)

However it's unlikely sniping HAC's would carry medium damage drones, heavy assault missile launchers and t2 ancillary current router rigs.

Part of the justification for the Zealot being allowed to absolutely melt faces was that it carried no drones. Up close, and out to medium range the Zealot still melts faces whilst packing a stronger tank than the deimos where as drones are the only way even the Deimos bridges the gap, before or after the changes which effect long range ammo the most..

Ex CSM member & Designer of the Tornado. Gallente - Pilot satisfaction

MeBiatch
GRR GOONS
#94 - 2011-10-15 23:53:17 UTC
opps.... lmao serves me right for duplicating a previous setup and not checking for drones...

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Pattern Clarc
Citeregis
#95 - 2011-10-16 00:16:02 UTC
MeBiatch wrote:
opps.... lmao serves me right for duplicating a previous setup and not checking for drones...


No worries Pirate

Ex CSM member & Designer of the Tornado. Gallente - Pilot satisfaction

Pattern Clarc
Citeregis
#96 - 2011-10-16 00:37:30 UTC
Minor changes:

Gleam Ammo changed from reduced capacitor usage, to increased damage.
Quote:

- Quake - 25% increase to Artillery alpha, 5% Less damage than RF EMP and 33% less range and fall off.
- Gleam - Increases damage - 15% more damage than Navy Multifreqency and 33% less tracking and 50% less optimal range.
- Javelin - Increases tracking by 50% - 5% Less damage than CN Antimatter and 50% increased capacitor usage.

Ex CSM member & Designer of the Tornado. Gallente - Pilot satisfaction

MeBiatch
GRR GOONS
#97 - 2011-10-16 01:06:40 UTC  |  Edited by: MeBiatch
by 25 % increase to alpha do you mean bust or base damage? because if its just bust you are going to have to slow down rate of fire even more...and 1400's only fire like 2 times a min as it is...

i would go more to base damage... that way you get a dps slight boost with a alpha boost...

but as you know i am a fan of alpha... poor calari 50% to optimal range is not going to help them much for blasters... pattern clerc can you do a simular graph for blaster projection against pulse and autos?

i think even with your boost to blasters caldari will still lag behind the other races... but an alpha boost would help this... sure you have to reduce rate of fire... but its not soo bad... 30% decrease in rof or about (1-2 seconds) for 50% more alpha and 8% more dps plus the tracking boost would be more than enough to make medium blasters and large blasters kick ass... if the weapon is the closest range turret platform it should be doing the most dps and the second most alpha!

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Pattern Clarc
Citeregis
#98 - 2011-10-16 01:40:14 UTC
MeBiatch wrote:
by 25 % increase to alpha do you mean bust or base damage? because if its just bust you are going to have to slow down rate of fire even more...and 1400's only fire like 2 times a min as it is...

i would go more to base damage... that way you get a dps slight boost with a alpha boost...

With Quake, DPS is reduced by 5%, optimal range and fall off is reduced by 33% whilst alpha increases by 25%. It's not an ammo to replace EMP. But if there's a situation where your gang thinks you need that extra alpha (say a tanked T3), they'd be an option. With 3 damage mods and max skills on a bonused ship, the ROF time is about 17 seconds. Increasing this by several seconds won't hurt too much. I'm also considering completely different bonuses for short range ammo, like ammo that generated heat damage on your targets mods over time, or had a chance of briefly reducing a targets agility for a short time.

MeBiatch wrote:
but as you know i am a fan of alpha... poor calari 50% to optimal range is not going to help them much for blasters... pattern clerc can you do a simular graph for blaster projection against pulse and autos?


i think even with your boost to blasters caldari will still lag behind the other races... but an alpha boost would help this... sure you have to reduce rate of fire... but its not soo bad... 30% decrease in rof or about (1-2 seconds) for 50% more alpha and 8% more dps plus the tracking boost would be more than enough to make medium blasters and large blasters kick ass... if the weapon is the closest range turret platform it should be doing the most dps and the second most alpha![/quote]
I'm going to have a second look at blasters today/tomorrow.

I'm on the fence about alpha to blasters. It might be awesome to witness and use and a small amount more might be a good thing, but to experience artillery like alpha on platforms with good tracking might be a disaster to anything that tries to get under your guns 1v1. I don't think blasters should be able to instapwn ships several size classes down either. Look at the number of interceptors, t1 cruisers and interdictors flown today and you'd understand that people just don't wanna fly squishy ships - which they have become since the nano nerf. So we should try not to make the situation worse with things like 300% alpha blasters or 800% increased tracking IMO. (examples)

Ex CSM member & Designer of the Tornado. Gallente - Pilot satisfaction

MeBiatch
GRR GOONS
#99 - 2011-10-16 02:38:12 UTC  |  Edited by: MeBiatch
Pattern Clarc wrote:

I'm on the fence about alpha to blasters. It might be awesome to witness and use and a small amount more might be a good thing, but to experience artillery like alpha on platforms with good tracking might be a disaster to anything that tries to get under your guns 1v1. I don't think blasters should be able to instapwn ships several size classes down either. Look at the number of interceptors, t1 cruisers and interdictors flown today and you'd understand that people just don't wanna fly squishy ships - which they have become since the nano nerf. So we should try not to make the situation worse with things like 300% alpha blasters or 800% increased tracking IMO. (examples)


thats the thing though its takes a while for you to get around to get in optimals... so you could have like 12 seconds of taking damage before your guns even turn on you could be half way in armour... IMO with one webber and a scram on with te's you should be able to have the chance to do a wreaking hit which on a hyperion could do upwards of 9000 alpha and 1100 dps... plus keep in mind that it only projects out to 26km but 70% of that is falloff...

i am starting to think that maybe there should be 8 tech II ammo types for hybrids

4 for caldari philosophy and 4 for gallente...

so like void would be gallente but null would be caldari

and javlin would be gallente but spike be caldari

then caldari would get a specialized close range tech II ammo and gallente would get its own specialized tech II long range ammo...

edit if you 50/50 optimal range and falloff for blasters this would make the optimal range bonus for caldari usefull...

i would also change antimater from -50% to optimal range to -25% to optimal range and fall off...

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

draconothese
Independant Celestial Enterprises
#100 - 2011-10-16 06:39:35 UTC  |  Edited by: draconothese
some of those changes are good some are bad a lot of them will gimp a bunch of gallente ships such as my beloved albeit sucky proteus i love that ship but the changes your talking about will hurt it badly

a lot of it stems on your agility changes