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Thread Statistics | Show CCP posts - 66 post(s) |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16864
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Posted - 2015.01.28 22:45:00 -
[541] - Quote
Pokey Dravon wrote:True Adamance wrote: I find it disheartening if he is considering this. Typically all damage modules (the ones that increase DPS in EVE) are low slots with certain kinds of modifications being split between Medium and Low slots.
Active Systems are usually put in the Medium Slots Group however no examples of damage increasing modules to my knowledge exist in the Medium Slots.
Passive Systems are usually put in the Low Slots Group.
The only other two means off the top of my head that might directly increase the damage of your guns would be Drugs and Rig Slots, however neither of those exist in Dust.
I also can't find any examples of Medium Slot modules that increase damage. All damage mods in EVE are both Low Slots and Passives. The only Medium I could find was a Tracking Computer which is active and increases range/tracking which effectively increases DPS since more shots hit the target.
But it's not a "hard DPS" increase/module since you can still be outside the range or moving too fast to hit.....however you make a valid point.
"This is the Usumgal boy, the exalted dragon, wreathed in the fires of heaven. He is a true symbol of God's majesty."
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4617
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Posted - 2015.01.28 22:47:00 -
[542] - Quote
Indeed. It's effective DPS. I suppose Target Painters would also fall into a similar category.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Foundation Seldon
Heaven's Lost Property
817
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Posted - 2015.01.28 22:53:00 -
[543] - Quote
With more active modules being thrown in the mix I think we're going to have to start addressing the elephant in the room with respect to vehicles, their limited slot number, and the relative power of active damage mods in comparison.
Does anyone here honestly believe that they'll be equipping active spool up or heat sink modules over an active damage mod assuming they both took high slots? And if they took low slots does anyone here honestly believe they'd remove either a PG/CPU upgrade that allowed you to buff up your tank/weapon power or a plate/hardener so that you could turn faster for a limited time or shoot longer?
My current Gunnlogi fit, with maxed armor/shield fitting proficiency, is an Enhanced Heavy Shield Extender, Enhanced X Damage Mod, Shield Hardener, Enhanced Heavy Armor Plate, Armor Hardener. If you give me more slots I'm going to fit more tank, not something that allows me to turn my turret faster.
So long as
1. Vehicle TTK stays as low as it is to the point where either I'm a smoking crater or my opponent is a smoking crater before heat becomes a factor. 2. These rather obscure modules are competing with either an additional plate, damage mod, or hardener
... I'm really failing to see a situation where I'd bother fitting them.
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DarthJT5
Random Gunz RISE of LEGION
209
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Posted - 2015.01.28 22:54:00 -
[544] - Quote
We're getting increased sots, as has been said
Dedicated Shield Tanking vet since Open Beta.
Up and coming Python pilot.
The awnser is always XT missiles....
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Foundation Seldon
Heaven's Lost Property
817
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Posted - 2015.01.28 22:56:00 -
[545] - Quote
DarthJT5 wrote:We're getting increased sots, as has been said
Which is why I wrote :
Quote: "If you give me more slots I'm going to fit more tank, not something that allows me to turn my turret faster."
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4620
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Posted - 2015.01.28 22:57:00 -
[546] - Quote
Spool up modules? Probably never. Tracking Enhancers? On a CQC Minmatar HAV? Probably. Heat Sinks? Absof*ckinglutley
Heat Sinks on a rail means you're getting off an extra shot or two before you need to stop firing, that can be critical, even more so in some situations, over a damage modules.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16866
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Posted - 2015.01.28 23:05:00 -
[547] - Quote
Foundation Seldon wrote:With more active modules being thrown in the mix I think we're going to have to start addressing the elephant in the room with respect to vehicles, their limited slot number, and the relative power of active damage mods in comparison.
Does anyone here honestly believe that they'll be equipping active spool up or heat sink modules over an active damage mod assuming they both took high slots? And if they took low slots does anyone here honestly believe they'd remove either a PG/CPU upgrade that allowed you to buff up your tank/weapon power or a plate/hardener so that you could turn faster for a limited time or shoot longer?
My current Gunnlogi fit, with maxed armor/shield fitting proficiency, is an Enhanced Heavy Shield Extender, Enhanced X Damage Mod, Shield Hardener, Enhanced Heavy Armor Plate, Armor Hardener. If you give me more slots I'm going to fit more tank, not something that allows me to turn my turret faster.
So long as
1. Vehicle TTK stays as low as it is to the point where either I'm a smoking crater or my opponent is a smoking crater before heat becomes a factor. 2. These rather obscure modules are competing with either an additional plate, damage mod, or hardener
... I'm really failing to see a situation where I'd bother fitting them.
I honestly would pick the damage module over active functionality modules unless those modules directly had some affect on my damage out put.
E.G- God forbid a Laser Turret functions like the infantry version duration of the beam will allow for more total damage than a damage module.
Under any other circumstance I would think that increasing damage per shot value on these rapid fire turrets would be more beneficial to you in a general sense.
"This is the Usumgal boy, the exalted dragon, wreathed in the fires of heaven. He is a true symbol of God's majesty."
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Foundation Seldon
Heaven's Lost Property
817
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Posted - 2015.01.28 23:08:00 -
[548] - Quote
Pokey Dravon wrote:Spool up modules? Probably never. Tracking Enhancers? On a CQC Minmatar HAV? Probably. Heat Sinks? Absof*ckinglutley
Heat Sinks on a rail means you're getting off an extra shot or two before you need to stop firing, that can be critical, even more so in some situations, over a damage modules.
Yeah, I can see this. I used to fit heat sinks on my rail pre-1.7 apocalypse. But this was during a time in which damage mods were passive low slot modules. I could fit both without changing much to my overall fit. The fitting capacity of the Gunnlogi in its current state though means that I don't need to fit a PG or CPU mod in order to pretty much fit EVERYTHING I want and if this trend is carried on to the next patch then I don't see a scenario in which I'd be willing to sacrifice an additional 1000+ shields or 1500+ armor or an additional hardener in order to get off a couple extra rail shots in limited engagements.
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CCP Rattati
C C P C C P Alliance
16050
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Posted - 2015.01.28 23:27:00 -
[549] - Quote
I am not following the "damage mods" discussion, we already have damage amps in high, I am not changing any of that. But I do want them to be active.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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shaman oga
Dead Man's Game
3895
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Posted - 2015.01.28 23:30:00 -
[550] - Quote
CCP Rattati wrote:I am not following the "damage mods" discussion, we already have damage amps in high, I am not changing any of that. But I do want them to be active. Add ALSO less powerfull passive damage mod? Just spitballing
Swaglords 1.0 [smiley face]
Minmatar omni-merc
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DarthJT5
Random Gunz RISE of LEGION
209
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Posted - 2015.01.28 23:44:00 -
[551] - Quote
CCP Rattati wrote:I am not following the "damage mods" discussion, we already have damage amps in high, I am not changing any of that. But I do want them to be active. We use to have passive damage mods that went in the low slots, which would be great if they were added back in. These were passive, and had a smaller boost than the active ones. These would allow the Caldari DHAV to be able to have some extra damage without sacrificing to much compared to the Gallente that will be able to have both tank and damage mods without sacrifices
Dedicated Shield Tanking vet since Open Beta.
Up and coming Python pilot.
The awnser is always XT missiles....
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Foundation Seldon
Heaven's Lost Property
817
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Posted - 2015.01.28 23:47:00 -
[552] - Quote
CCP Rattati wrote:I am not following the "damage mods" discussion, we already have damage amps in high, I am not changing any of that. But I do want them to be active.
The basic question is this, what is the incentive to fitting X new module over an additional damage mod or additional modules that increase my eHP? It's a question of whether or not the additional properties are going to be worth sacrificing those aspects for. You mentioned active dispersion decreasing modules in the other thread, which is something that I hadn't seen mentioned yet. This is great! This is the type of module that adds a very real and tangible benefit to Large Blaster tanks assuming it gave them limited infantry slaying ability during activation. Im only questioning the overall usefulness of the other proposed active modules.
A lot of this is hinged on the insane fitting power of the Gunnlogi at the moment. The thing can fit everything without the need for any sort of PG or CPU upgrade. I would honestly support bringing it down to the level of the Maddy (basically bottlenecking its PG in the same way that the Maddy is CPU bottlenecked) so they could stop being omni-tanked monstrosities. The reason, I imagine, that their PG is as high as it is because of the high fitting cost of Heavy Shield Boosters. But given that Shield Boosters can be interrupted half way through the boosting process its much more reliable to stick a heavy plate/hardener in the lows instead.
Secondary questions include, whats the proposed slot layout for these modules? At the moment there's a distinct lack of utility based low slot modules that allow a tank to be able to comfortably stack shields while gaining some secondary battlefield utility.
My suggestion would be :
Active Dispersion Module - High Slot, on the basis that Maddys are Gallente and Gallente are Blasters. You don't want people comfortably stacking damage mods and the infantry slaying dispersion module as well.
Active Heat Sink - Low Slot, so the Gunnlogi can focus on its shields while gaining the benefit of better Rails.
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The-Errorist
978
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Posted - 2015.01.28 23:50:00 -
[553] - Quote
Pokey Dravon wrote:DeathwindRising wrote:why isnt there a shield recharger module? i want that option of having full passive fit. im annoyed that armor can get better passive reps than shields. Um if you're talking about current values, you might want to check the math on that buddy. Currently the Gunnlogi's natural unmodified shield recharge is faster than a max skill complex armor rep. I want that to change and here's what I'd like it to be (from my thread/spreadsheet):
(LAV and dropship stats in thread/spreadsheet) [HAVs]: Caldari: 110 HP/s Minmatar: 88 HP/s Amarr/Gallente: 66 HP/s
I also want vehicles to have natural passive reps:
[HAVs] Gallente: 25 HP/s
Armarr & Minmatar: 22.5 HP/s
Caldari: HAV: 20 HP/s
If CCP does this, adds regulators, and rechargers, vehicle regen would be in a much more balanced state.
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill AKA Enkouyami (Main PSN).
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duster 35000
Algintal Core Gallente Federation
156
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Posted - 2015.01.29 00:01:00 -
[554] - Quote
The-Errorist wrote:Pokey Dravon wrote:DeathwindRising wrote:why isnt there a shield recharger module? i want that option of having full passive fit. im annoyed that armor can get better passive reps than shields. Um if you're talking about current values, you might want to check the math on that buddy. Currently the Gunnlogi's natural unmodified shield recharge is faster than a max skill complex armor rep. I want that to change and here's what I'd like it to be (from my thread/ spreadsheet): (LAV and dropship stats in thread/spreadsheet) [HAVs]:Caldari: 110 HP/s Minmatar: 88 HP/s Amarr/Gallente: 66 HP/s I also want vehicles to have natural passive reps: [HAVs]Gallente: 25 HP/s Armarr & Minmatar: 22.5 HP/s Caldari: HAV: 20 HP/s If CCP does this, adds regulators, and rechargers, vehicle regen would be in a much more balanced state. The armor tank shield reps should be 40, not 66 hp/s...
Choo Choo
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4622
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Posted - 2015.01.29 00:02:00 -
[555] - Quote
I'll have to take a look at your numbers when I have more time, but in a general sense I'd like to have both passive and active regen modules for both Shield and Armor. The progression would be as such:
Natural Armor Regen (None) Natural Shield Regen Passive Armor Repairer (Constant Duration - Slow Rate) Passive Shield Recharger (Constant Duration - Slow Rate) Active Armor Repairer (Long Duration - Average Rate) Active Shield Booster (Short DUration - High Rate) Active Ancillary Shield Booster (Very Short Duration - Very High Rate) (Our Current Boosters)
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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CCP Rattati
C C P C C P Alliance
16056
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Posted - 2015.01.29 00:11:00 -
[556] - Quote
Foundation Seldon wrote:CCP Rattati wrote:I am not following the "damage mods" discussion, we already have damage amps in high, I am not changing any of that. But I do want them to be active. The basic question is this, what is the incentive to fitting X new module over an additional damage mod or additional modules that increase my eHP? It's a question of whether or not the additional properties are going to be worth sacrificing those aspects for. You mentioned active dispersion decreasing modules in the other thread, which is something that I hadn't seen mentioned yet. This is great! This is the type of module that adds a very real and tangible benefit to Large Blaster tanks assuming it gave them limited infantry slaying ability during activation. Im only questioning the overall usefulness of the other proposed active modules. A lot of this is hinged on the insane fitting power of the Gunnlogi at the moment. The thing can fit everything without the need for any sort of PG or CPU upgrade. I would honestly support bringing it down to the level of the Maddy (basically bottlenecking its PG in the same way that the Maddy is CPU bottlenecked) so they could stop being omni-tanked monstrosities. The reason, I imagine, that their PG is as high as it is because of the high fitting cost of Heavy Shield Boosters. But given that Shield Boosters can be interrupted half way through the boosting process its much more reliable to stick a heavy plate/hardener in the lows instead. Secondary questions include, whats the proposed slot layout for these modules? At the moment there's a distinct lack of utility based low slot modules that allow a tank to be able to comfortably stack shields while gaining some secondary battlefield utility. My suggestion would be : Active Dispersion Module - High Slot, on the basis that Maddys are Gallente and Gallente are Blasters. You don't want people comfortably stacking damage mods and the infantry slaying dispersion module as well. Active Heat Sink - Low Slot, so the Gunnlogi can focus on its shields while gaining the benefit of better Rails.
Yep, I have raised the low slot issue in this thread and unfair fitting between ca and ga, and both heat sinks and disp modules work for rails and missiles, blaster can use both.
There was a whole page of pure dmg mods that i just didnt get
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4622
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Posted - 2015.01.29 00:20:00 -
[557] - Quote
CCP Rattati wrote:
Yep, I have raised the low slot issue in this thread and unfair fitting between ca and ga, and both heat sinks and disp modules work for rails and missiles, blaster can use both.
There was a whole page of pure dmg mods that i just didnt get
Perhaps I'm confused, but currently missiles pretty much hit where you aim. Are you adding in missile dispersion so they can make use of the dispersion reduction modules?
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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DarthJT5
Random Gunz RISE of LEGION
209
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Posted - 2015.01.29 00:23:00 -
[558] - Quote
CCP Rattati wrote:Foundation Seldon wrote:CCP Rattati wrote:I am not following the "damage mods" discussion, we already have damage amps in high, I am not changing any of that. But I do want them to be active. The basic question is this, what is the incentive to fitting X new module over an additional damage mod or additional modules that increase my eHP? It's a question of whether or not the additional properties are going to be worth sacrificing those aspects for. You mentioned active dispersion decreasing modules in the other thread, which is something that I hadn't seen mentioned yet. This is great! This is the type of module that adds a very real and tangible benefit to Large Blaster tanks assuming it gave them limited infantry slaying ability during activation. Im only questioning the overall usefulness of the other proposed active modules. A lot of this is hinged on the insane fitting power of the Gunnlogi at the moment. The thing can fit everything without the need for any sort of PG or CPU upgrade. I would honestly support bringing it down to the level of the Maddy (basically bottlenecking its PG in the same way that the Maddy is CPU bottlenecked) so they could stop being omni-tanked monstrosities. The reason, I imagine, that their PG is as high as it is because of the high fitting cost of Heavy Shield Boosters. But given that Shield Boosters can be interrupted half way through the boosting process its much more reliable to stick a heavy plate/hardener in the lows instead. Secondary questions include, whats the proposed slot layout for these modules? At the moment there's a distinct lack of utility based low slot modules that allow a tank to be able to comfortably stack shields while gaining some secondary battlefield utility. My suggestion would be : Active Dispersion Module - High Slot, on the basis that Maddys are Gallente and Gallente are Blasters. You don't want people comfortably stacking damage mods and the infantry slaying dispersion module as well. Active Heat Sink - Low Slot, so the Gunnlogi can focus on its shields while gaining the benefit of better Rails. Yep, I have raised the low slot issue in this thread and unfair fitting between ca and ga, and both heat sinks and disp modules work for rails and missiles, blaster can use both. There was a whole page of pure dmg mods that i just didnt get I was suggesting that each active module get a passive variant. Active versions in high slots, passive in low slots. Every turret related module should do this, just like it did before. This way, Gal and Cal HAV's aren't imblalanced in terms of utility, as both have their own versions of the same module to use.
Dedicated Shield Tanking vet since Open Beta.
Up and coming Python pilot.
The awnser is always XT missiles....
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DarthJT5
Random Gunz RISE of LEGION
209
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Posted - 2015.01.29 00:24:00 -
[559] - Quote
Pokey Dravon wrote:CCP Rattati wrote:
Yep, I have raised the low slot issue in this thread and unfair fitting between ca and ga, and both heat sinks and disp modules work for rails and missiles, blaster can use both.
There was a whole page of pure dmg mods that i just didnt get
Perhaps I'm confused, but currently missiles pretty much hit where you aim. Are you adding in missile dispersion so they can make use of the dispersion reduction modules? If you try to fire missiles full auto, they have dispersion. Hence why most missile tankers semi auto it.
Dedicated Shield Tanking vet since Open Beta.
Up and coming Python pilot.
The awnser is always XT missiles....
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CCP Rattati
C C P C C P Alliance
16057
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Posted - 2015.01.29 00:26:00 -
[560] - Quote
Pokey Dravon wrote:CCP Rattati wrote:
Yep, I have raised the low slot issue in this thread and unfair fitting between ca and ga, and both heat sinks and disp modules work for rails and missiles, blaster can use both.
There was a whole page of pure dmg mods that i just didnt get
Perhaps I'm confused, but currently missiles pretty much hit where you aim. Are you adding in missile dispersion so they can make use of the dispersion reduction modules?
I was under the assumption that medium to long range full auto with missiles had difficulty due to dispersion. I may be mistaken, and then struggle with useful mods that "fight" built in weaknesses of each large turret, instead of just straight up dmg mods.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
16057
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Posted - 2015.01.29 00:27:00 -
[561] - Quote
DarthJT5 wrote:CCP Rattati wrote:Foundation Seldon wrote:CCP Rattati wrote:I am not following the "damage mods" discussion, we already have damage amps in high, I am not changing any of that. But I do want them to be active. The basic question is this, what is the incentive to fitting X new module over an additional damage mod or additional modules that increase my eHP? It's a question of whether or not the additional properties are going to be worth sacrificing those aspects for. You mentioned active dispersion decreasing modules in the other thread, which is something that I hadn't seen mentioned yet. This is great! This is the type of module that adds a very real and tangible benefit to Large Blaster tanks assuming it gave them limited infantry slaying ability during activation. Im only questioning the overall usefulness of the other proposed active modules. A lot of this is hinged on the insane fitting power of the Gunnlogi at the moment. The thing can fit everything without the need for any sort of PG or CPU upgrade. I would honestly support bringing it down to the level of the Maddy (basically bottlenecking its PG in the same way that the Maddy is CPU bottlenecked) so they could stop being omni-tanked monstrosities. The reason, I imagine, that their PG is as high as it is because of the high fitting cost of Heavy Shield Boosters. But given that Shield Boosters can be interrupted half way through the boosting process its much more reliable to stick a heavy plate/hardener in the lows instead. Secondary questions include, whats the proposed slot layout for these modules? At the moment there's a distinct lack of utility based low slot modules that allow a tank to be able to comfortably stack shields while gaining some secondary battlefield utility. My suggestion would be : Active Dispersion Module - High Slot, on the basis that Maddys are Gallente and Gallente are Blasters. You don't want people comfortably stacking damage mods and the infantry slaying dispersion module as well. Active Heat Sink - Low Slot, so the Gunnlogi can focus on its shields while gaining the benefit of better Rails. Yep, I have raised the low slot issue in this thread and unfair fitting between ca and ga, and both heat sinks and disp modules work for rails and missiles, blaster can use both. There was a whole page of pure dmg mods that i just didnt get I was suggesting that each active module get a passive variant. Active versions in high slots, passive in low slots. Every turret related module should do this, just like it did before. This way, Gal and Cal HAV's aren't imblalanced in terms of utility, as both have their own versions of the same module to use.
OK
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16870
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Posted - 2015.01.29 00:30:00 -
[562] - Quote
CCP Rattati wrote:Pokey Dravon wrote:CCP Rattati wrote:
Yep, I have raised the low slot issue in this thread and unfair fitting between ca and ga, and both heat sinks and disp modules work for rails and missiles, blaster can use both.
There was a whole page of pure dmg mods that i just didnt get
Perhaps I'm confused, but currently missiles pretty much hit where you aim. Are you adding in missile dispersion so they can make use of the dispersion reduction modules? I was under the assumption that medium to long range full auto with missiles had difficulty due to dispersion. I may be mistaken, and then struggle with useful mods that "fight" built in weaknesses of each large turret, instead of just straight up dmg mods.
They are only a little trickier to use because they have a travel time and a fair amount of the time tanks are on the move....dispersion is somewhat manageable by firing in bursts.
"This is the Usumgal boy, the exalted dragon, wreathed in the fires of heaven. He is a true symbol of God's majesty."
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DarthJT5
Random Gunz RISE of LEGION
209
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Posted - 2015.01.29 00:31:00 -
[563] - Quote
You know.... I don't think Rattati likes me.... :(
Dedicated Shield Tanking vet since Open Beta.
Up and coming Python pilot.
The awnser is always XT missiles....
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CCP Rattati
C C P C C P Alliance
16060
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Posted - 2015.01.29 00:51:00 -
[564] - Quote
DarthJT5 wrote:You know.... I don't think Rattati likes me.... :( Why on earth would you think that
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
16060
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Posted - 2015.01.29 00:54:00 -
[565] - Quote
True Adamance wrote:CCP Rattati wrote:Pokey Dravon wrote:CCP Rattati wrote:
Yep, I have raised the low slot issue in this thread and unfair fitting between ca and ga, and both heat sinks and disp modules work for rails and missiles, blaster can use both.
There was a whole page of pure dmg mods that i just didnt get
Perhaps I'm confused, but currently missiles pretty much hit where you aim. Are you adding in missile dispersion so they can make use of the dispersion reduction modules? I was under the assumption that medium to long range full auto with missiles had difficulty due to dispersion. I may be mistaken, and then struggle with useful mods that "fight" built in weaknesses of each large turret, instead of just straight up dmg mods. They are only a little trickier to use because they have a travel time and a fair amount of the time tanks are on the move....dispersion is somewhat manageable by firing in bursts.
With a disp mod, you might be able to take down a tank at medium with full auto, that's what I am thinking. Like an assassination, line the shot up just right...
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16870
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Posted - 2015.01.29 01:01:00 -
[566] - Quote
CCP Rattati wrote:True Adamance wrote:CCP Rattati wrote:Pokey Dravon wrote:CCP Rattati wrote:
Yep, I have raised the low slot issue in this thread and unfair fitting between ca and ga, and both heat sinks and disp modules work for rails and missiles, blaster can use both.
There was a whole page of pure dmg mods that i just didnt get
Perhaps I'm confused, but currently missiles pretty much hit where you aim. Are you adding in missile dispersion so they can make use of the dispersion reduction modules? I was under the assumption that medium to long range full auto with missiles had difficulty due to dispersion. I may be mistaken, and then struggle with useful mods that "fight" built in weaknesses of each large turret, instead of just straight up dmg mods. They are only a little trickier to use because they have a travel time and a fair amount of the time tanks are on the move....dispersion is somewhat manageable by firing in bursts. With a disp mod, you might be able to take down a tank at medium with full auto, that's what I am thinking. Like an assassination, line the shot up just right...
It would certainly allow for better application of damage in a short amount of time which I assume is your intended vision for missiles, especially at range..... Dispersion definitely would help nab stationary tanks but I don't know about applications beyond that......
Still I won't deny that it would help most tankers engage at longer ranges.
"This is the Usumgal boy, the exalted dragon, wreathed in the fires of heaven. He is a true symbol of God's majesty."
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Nocturnal Soul
Primordial Threat
5157
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Posted - 2015.01.29 01:14:00 -
[567] - Quote
CCP Rattati wrote:DarthJT5 wrote:You know.... I don't think Rattati likes me.... :( Why on earth would you think that Well we all know you hate the Amarr :(
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ.
LASERS BTCH!!!!!!
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Breakin Stuff
Internal Error. Negative-Feedback
6835
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Posted - 2015.01.29 01:19:00 -
[568] - Quote
Hey Rattati. I have an answer To your question After tossing it about in my head.
10,000 - 10,500 EHP At proto.
I think we can adjust to that. Especially given the guideline you gave me. If you want to use that number I can EASILY crunch that and set up turret and AV examples that can tackle it. While keeping to the guidelines on TTK you were positing to me.
No, tank nerds, you won't be getting instagibbed by solo AV. but you can still get gibbed if Rattati goes by the guideline.
I'll let him explain it.
AV
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4623
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Posted - 2015.01.29 01:20:00 -
[569] - Quote
CCP Rattati wrote:Pokey Dravon wrote:CCP Rattati wrote:
Yep, I have raised the low slot issue in this thread and unfair fitting between ca and ga, and both heat sinks and disp modules work for rails and missiles, blaster can use both.
There was a whole page of pure dmg mods that i just didnt get
Perhaps I'm confused, but currently missiles pretty much hit where you aim. Are you adding in missile dispersion so they can make use of the dispersion reduction modules? I was under the assumption that medium to long range full auto with missiles had difficulty due to dispersion. I may be mistaken, and then struggle with useful mods that "fight" built in weaknesses of each large turret, instead of just straight up dmg mods.
Its more that the missiles take so long to get to the target at long range that a moving target has already moved away from where you are aiming. Paired with the fact that all of your DPS is contained in only 12 shots, missing a couple shots drops the DPS significantly.
In general the community feels one of two things needs to happen. Either the missiles fly faster so they reach the target faster and allow players to hit things at a longer range, or the missiles have some light tracking and turn towards the target (though not to the extent that swams would, as this would be passive tracking)
I believe Breakin also had a proposal to spread the dps out over many many missiles so that missing a couple shots was less detrimental.
but all in all its not dispersion that causes issues with missiles, more so that they can be difficult to am and hit a moving target from afar and are typically only used up close because missing a couple rounds is very detrimental.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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The-Errorist
979
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Posted - 2015.01.29 01:37:00 -
[570] - Quote
duster 35000 wrote:The-Errorist wrote:... I want that to change and here's what I'd like it to be (from my thread/ spreadsheet): (LAV and dropship stats in thread/spreadsheet) [HAVs]:Caldari: 110 HP/s Minmatar: 88 HP/s Amarr/Gallente: 66 HP/s I also want vehicles to have natural passive reps: [HAVs]Gallente: 25 HP/s Armarr & Minmatar: 22.5 HP/s Caldari: HAV: 20 HP/s If CCP does this, adds regulators, and rechargers, vehicle regen would be in a much more balanced state. The armor tank shield reps should be 40, not 66 hp/s... That's like saying shield recharge for Am/gal assaults should be around 10 HP/s (instead of 20 HP/s), 36% less than Caldari's instead of the normal roughly 60%.
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill AKA Enkouyami (Main PSN).
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