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confused about proj. ammo

Author
Maldiro Selkurk
Radiation Sickness
#1 - 2015-08-23 01:05:12 UTC
1. Why do all the other damage systems: missiles, energy and hybrid weapons have the same damage options at T1 and T2 ammo, while projectiles do all four damage types at T1 and only explosive and kinetic at T2. Further if you use the short range auto cannon ammo you deal almost exclusively explosive damage. In essence at T2 short range auto cannon dmg goes from all four dmg tyoes at T1 to pretty much only Explosive at T2.

2. Why does short range auto cannon ammo have optimal and worse tracking speed penalties? It is intended to be used at short range but is penalized for short ranged dmg dealing?

Yawn,  I'm right as usual. The predictability kinda gets boring really.

Akirei Scytale
Okami Syndicate
#2 - 2015-08-23 01:08:30 UTC
Maldiro Selkurk wrote:
1. Why do all the other damage systems: missiles, energy and hybrid weapons have the same damage options at T1 and T2 ammo, while projectiles do all four damage types at T1 and only explosive and kinetic at T2. Further if you use the short range auto cannon ammo you deal almost exclusively explosive damage. In essence at T2 short range auto cannon dmg goes from all four dmg tyoes at T1 to pretty much only Explosive at T2.

2. Why does short range auto cannon ammo have optimal and worse tracking speed penalties? It is intended to be used at short range but is penalized for short ranged dmg dealing?


1) Because there are two T2 ammos for every turret class, and 4 damage types.

2) Because the short range T2 ammo is **** unless you're shooting something much larger than you, and that is true for every weapon system including missiles. Use faction shortrange and T2 longrange. Good advice on every turret.
Tippia
Sunshine and Lollipops
#3 - 2015-08-23 01:12:37 UTC
1. Because Minmatar is the explosive race, and if anything it's the T1 ammo that is the abnormality.

2. Because you have to pay something for doing 40% (or 208%) more damage.
Maldiro Selkurk
Radiation Sickness
#4 - 2015-08-23 01:39:59 UTC
Akirei Scytale wrote:
Maldiro Selkurk wrote:
1. Why do all the other damage systems: missiles, energy and hybrid weapons have the same damage options at T1 and T2 ammo, while projectiles do all four damage types at T1 and only explosive and kinetic at T2. Further if you use the short range auto cannon ammo you deal almost exclusively explosive damage. In essence at T2 short range auto cannon dmg goes from all four dmg tyoes at T1 to pretty much only Explosive at T2.

2. Why does short range auto cannon ammo have optimal and worse tracking speed penalties? It is intended to be used at short range but is penalized for short ranged dmg dealing?


1) Because there are two T2 ammos for every turret class, and 4 damage types.

2) Because the short range T2 ammo is **** unless you're shooting something much larger than you, and that is true for every weapon system including missiles. Use faction shortrange and T2 longrange. Good advice on every turret.


1. then i would suggest they either make an exception for proj ammo and make more T2 variants or get rid of the four T1 variants and just have two so that someone like me doesnt get the impression that T2 options should include all four dmg types, its confusing.

2. perhaps they should add a third T2 ammo to remove the need for using faction ammo for short range.

The system seems pretty screwed up as it is now.

Thanks for your thoughts, btw.

Yawn,  I'm right as usual. The predictability kinda gets boring really.

Maldiro Selkurk
Radiation Sickness
#5 - 2015-08-23 01:44:23 UTC
Tippia wrote:
1. Because Minmatar is the explosive race, and if anything it's the T1 ammo that is the abnormality.

2. Because you have to pay something for doing 40% (or 208%) more damage.


1. well i agree they should clarify the situation one way or the other.

2. confused by the 40%(208%) comment.

thanks for your reply.

Yawn,  I'm right as usual. The predictability kinda gets boring really.

Jenshae Chiroptera
#6 - 2015-08-23 01:45:38 UTC
Hush you!
They might make projectiles as bad as blasters if you aren't careful.

CCP - Building ant hills and magnifying glasses for fat kids

Not even once

EVE is becoming shallow and puerile; it will satisfy neither the veteran nor the "WoW" type crowd in the transition.

Akirei Scytale
Okami Syndicate
#7 - 2015-08-23 01:50:06 UTC
Maldiro Selkurk wrote:


1. then i would suggest they either make an exception for proj ammo and make more T2 variants or get rid of the four T1 variants and just have two so that someone like me doesnt get the impression that T2 options should include all four dmg types, its confusing.

2. perhaps they should add a third T2 ammo to remove the need for using faction ammo for short range.

The system seems pretty screwed up as it is now.

Thanks for your thoughts, btw.


T2 does not mean better. Only specialized. There is no reason for T2 shortrange to outperform faction shortrange.

Also, projectiles do not get to pick any damage type at any range. There are fewer than 4 ammos in each of the short, medium and long range categories. They are simply more flexible.
Tippia
Sunshine and Lollipops
#8 - 2015-08-23 01:54:20 UTC  |  Edited by: Tippia
Maldiro Selkurk wrote:
1. well i agree they should clarify the situation one way or the other.

2. confused by the 40%(208%) comment.

thanks for your reply.

1. Meh. It's not really much to clarify. All weapons are different — one of the advantages of (T1) projectiles is some limited damage type selection.

Arguably, missiles do the same, but that's more because there are 2½ missile races: Caldari, Minmatar and (part of) Amarr, each with their own racial damage profile. So obviously, the missiles will have to support all of them, rather than just, say, the Caldari (often seen as “the missile race”) kinetic damage. Instead, the Caldari missile boats have a tendency to provide that bonus as part of the ship stats.

So you have Caldari and Gallente, with their Kn/Th profile (with Caldari preferring Kn and Gallente preferring Th); Amarr with their EM/Th profile (skewing more towards EM), and Minmatar with their preference for Ex damage, even if it's mixed in with other damage types in different projectile ammo versions.

2. It's 40% more than Barrage and 208% more than the T1 ammo it's based on (Depleted Uranium).
Hengle Teron
Red Sky Morning
The Amarr Militia.
#9 - 2015-08-23 02:30:45 UTC
Tippia wrote:
2. It's 40% more than Barrage and 208% more than the T1 ammo it's based on (Depleted Uranium).

That's a lie.

Even though it says it's the variation of depleted uranium, it's obviously a version of fusion ammo, just like void is version of anti-matter.
Maldiro Selkurk
Radiation Sickness
#10 - 2015-08-23 02:52:12 UTC
Akirei Scytale wrote:
Maldiro Selkurk wrote:


1. then i would suggest they either make an exception for proj ammo and make more T2 variants or get rid of the four T1 variants and just have two so that someone like me doesnt get the impression that T2 options should include all four dmg types, its confusing.

2. perhaps they should add a third T2 ammo to remove the need for using faction ammo for short range.

The system seems pretty screwed up as it is now.

Thanks for your thoughts, btw.


T2 does not mean better. Only specialized. There is no reason for T2 shortrange to outperform faction shortrange.

Also, projectiles do not get to pick any damage type at any range. There are fewer than 4 ammos in each of the short, medium and long range categories. They are simply more flexible.


Didnt mean to imply that the 'new' T2 ammo should outperform faction, it shouldnt, but generally faction only slightly bests T2 and the expense of faction usually isnt justified outside pvp or or highend fleet pve. If im understanding the other persons comment correctly T2 short isnt much use unless your blasting huge things which seems to imply that it wouldnt be much use in L4s for instance. Hence my question as to whether another T2 variant is justifiable.

Yawn,  I'm right as usual. The predictability kinda gets boring really.

Tippia
Sunshine and Lollipops
#11 - 2015-08-23 02:59:04 UTC
Hengle Teron wrote:
That's a lie.

Even though it says it's the variation of depleted uranium, it's obviously a version of fusion ammo, just like void is version of anti-matter.

It's not really a lie — it is just what it is, and it is very specifically not like AM → Void.

Yes, functionally, it's closer to that relationship, but as you point out, it is a variation of DU.
Sarmatiko
#12 - 2015-08-23 05:00:28 UTC
Maldiro Selkurk wrote:
1. well i agree they should clarify the situation one way or the other.

Well you can always poke your favorite CCP developer about thesethings.

The fact that at some point devs even fully implemented advanced T2 ammo and never removed it after many inventory cleanups, kinda nullifies "minmatar explosive race" argument.
Tau Cabalander
Retirement Retreat
Working Stiffs
#13 - 2015-08-23 05:55:09 UTC
Maldiro Selkurk wrote:
2. Why does short range auto cannon ammo have optimal and worse tracking speed penalties? It is intended to be used at short range but is penalized for short ranged dmg dealing?

Because auto-cannons operate primarily in falloff.

Operating in falloff gives flexibility to engagement range.

If you are in falloff, tracking is likely less of an issue too at that range.
Jenshae Chiroptera
#14 - 2015-08-23 05:59:23 UTC  |  Edited by: Jenshae Chiroptera
Tippia wrote:
...So you have Caldari and Gallente, with their Kn/Th profile ...
... with the way that Gallente can put out drones, that is their damage type selection method and with the way the fluctuate on speed, damage, range and so forth, they have a similar cost benefit mix like projectile ammunition.

CCP - Building ant hills and magnifying glasses for fat kids

Not even once

EVE is becoming shallow and puerile; it will satisfy neither the veteran nor the "WoW" type crowd in the transition.

Chainsaw Plankton
FaDoyToy
#15 - 2015-08-23 06:24:08 UTC
Projectile ammo is different in a few ways. it has 3 short range ammos , 2 mid range ammos with tracking bonuses, and 3 long range ammos. Then all have different damage profiles. Hard to say they have an ammo of each damage type. That said with autocannons the range bonuses don't really do much, so most people just stick with the short range ammo, and maybe some mid range for the tracking bonus.

Laser and hybrid ammo have the same damage type for all, and just have increasing range, and less damage, then there is a cap use curve. boring!

hail does a lot of damage, therefor it gets a drawback or two. pretty much how most t2 ammos work. You should have been around years ago when no one used most t2 ammos because the penalties were even worse, they gave penalties to the ship as well.

@ChainsawPlankto on twitter

Cristl
#16 - 2015-08-23 08:07:50 UTC  |  Edited by: Cristl
Edit: forgot the quote I was replying to.
Tippia wrote:
2. It's 40% more than Barrage and 208% more than the T1 ammo it's based on (Depleted Uranium).

Hail does 92.5% more damage than depleted uranium. It's 208% more than the long-range ammo types, and when was the last time you used those in an autocannon?

To be honest, ammo could use a balance pass - there's potential for a lot more interesting choices than "barrage or one of the faction short range ammos". Just making the ammo type affect falloff rather than (or as well as) optimal could help for projectiles. Maybe less variation in damage totals too.
Arla Sarain
#17 - 2015-08-23 08:30:20 UTC
Maldiro Selkurk wrote:

1. then i would suggest they either make an exception for proj ammo and make more T2 variants or get rid of the four T1 variants and just have two so that someone like me doesnt get the impression that T2 options should include all four dmg types, its confusing.

2. perhaps they should add a third T2 ammo to remove the need for using faction ammo for short range.

The system seems pretty screwed up as it is now.

Thanks for your thoughts, btw.

1. How is it confusing, and even if it is, why shouldn't it? Dealing all four damage types is worse than dealing 1 damage type at a time.

2. Why is there a need for removing demand for faction ammo?

Hardly screwed.
Zimmy Zeta
Perkone
Caldari State
#18 - 2015-08-23 08:32:54 UTC
Cristl wrote:


To be honest, ammo could use a balance pass - there's potential for a lot more interesting choices than "barrage or one of the faction short range ammos". Just making the ammo type affect falloff rather than (or as well as) optimal could help for projectiles. Maybe less variation in damage totals too.


You know what would be awesome?
Get rid of polarized weapons and turn them into a t2 ammo instead (with all the initial drawbacks); you would be much more flexible and able to decide when the advantages would be worth the drawbacks.


I'd like to apologize for the poor quality of the post above and sincerely hope you didn't waste your time reading it. Yes, I do feel bad about it.

Bumblefck
Kerensky Initiatives
#19 - 2015-08-23 10:18:10 UTC
Zimmy Zeta wrote:
Cristl wrote:


To be honest, ammo could use a balance pass - there's potential for a lot more interesting choices than "barrage or one of the faction short range ammos". Just making the ammo type affect falloff rather than (or as well as) optimal could help for projectiles. Maybe less variation in damage totals too.


You know what would be awesome?
Get rid of polarized weapons and turn them into a t2 ammo instead (with all the initial drawbacks); you would be much more flexible and able to decide when the advantages would be worth the drawbacks.





A thousand times yes, my Lady! If this were the case, my Rifter might yet fly proudly once more!!

Perfection is a dish best served like wasabi .

Bumble's Space Log

Hal Morsh
Doomheim
#20 - 2015-08-23 12:42:03 UTC  |  Edited by: Hal Morsh
Maldiro Selkurk wrote:
Akirei Scytale wrote:
Maldiro Selkurk wrote:
1. Why do all the other damage systems: missiles, energy and hybrid weapons have the same damage options at T1 and T2 ammo, while projectiles do all four damage types at T1 and only explosive and kinetic at T2. Further if you use the short range auto cannon ammo you deal almost exclusively explosive damage. In essence at T2 short range auto cannon dmg goes from all four dmg tyoes at T1 to pretty much only Explosive at T2.

2. Why does short range auto cannon ammo have optimal and worse tracking speed penalties? It is intended to be used at short range but is penalized for short ranged dmg dealing?


1) Because there are two T2 ammos for every turret class, and 4 damage types.

2) Because the short range T2 ammo is **** unless you're shooting something much larger than you, and that is true for every weapon system including missiles. Use faction shortrange and T2 longrange. Good advice on every turret.


1. then i would suggest they either make an exception for proj ammo and make more T2 variants or get rid of the four T1 variants and just have two so that someone like me doesnt get the impression that T2 options should include all four dmg types, its confusing.

2. perhaps they should add a third T2 ammo to remove the need for using faction ammo for short range.

The system seems pretty screwed up as it is now.

Thanks for your thoughts, btw.



Notice the reistsance profiles for T2 minmatar assault frigates and even T3's? They get more resists against amarr weapons for being T2. Some Caldari ships only allow kinetic damage bonus, whilst a T2 minmatar ship or two gives explosive damage bonus for a reason.


Caldari has damage selectiveness but limited in damage on certian ship types in usage.
Minmatar gets all 4 damage types with decision towards application or short range, damage options. T2 being more powerful is limited to minmatar damage types. Gallente gets thermal and kinetic for T2 weapons, but is limited to only those in T1 ammo as well, but gets drones.


It's diversity, let EVE keep it's diversity. You can be good in any of them. I get maybe limiting the T1's as well to their race if T2's are lmited for the fact that it makes sense, but it isn't like that and it's likely a good thing.

I think projectiles and missles have much customization compared to lasers or hybrids for a reason. Someone had to have been austistic to mix all the variations evenly between the races properly, in balance and it how can be figured out. Galente are KIN/Therm limited but have drones while Amarr is limited and has some drones as well. It would be boring if everything each race had was damage type limited. If you are having trouble doing one thing with auto cannons and certain ammo why not try a different build?


I used blasters and had a hawk kite out of the 2500m range my blasters had, so instead I now fit tiny rails which can hit all of scram range at half damage because 100 dps is harmless if it cant hit. I also may have more room for other things, just gotta see what fits.

Oh, I perfectly understand, Hal Morsh — a mission like this requires courage, skill, and heroism… qualities you are clearly lacking. Have you forgotten you're one of the bloody immortals!?

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