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Thread Statistics | Show CCP posts - 7 post(s) |
jace silencerww
MANUFACTURERS OF DEATH
182
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Posted - 2015.07.09 13:09:00 -
[1] - Quote
IAmDuncanIdaho II wrote:sebastian the huds wrote:CCP Rattati wrote:Instead of PG/CPU, there will be a commando skill, bonus to fitting light weapons can we also change commando damage bonuses to affect only that race's weapons? so i can stop seeing all these minmandos with swarms and see more calmandos with them. Until I read your last sentence, I was agreeing. But I thought you meant based on the existing racial skills, i.e. Minmando has damage bonus to projectile / explosive weapons, which means they *should* use swarms. Or have I misunderstood which weapons the Minmando's current bonuses apply to? Last I looked, Swarm launchers were either explosive or projectile damage. well the swarm launcher is caldari tech. HOWEVER just like the nova knives the caldari do not the bonus but the Minmatar gets the bonus. this is what he was saying- every commando should only get bonuses to their tech. CCP saw what would happen if you did this though. a caldari commando with a rail rifle/sniper rifle on a roof then you try to fly up there in a dropship just to get hit by swarm. even better with a 10% bonus with 3 complex light damage mods for a total boost of 27% to damage and that means even with shields which gets a natural -20% to swarms, your going to get wrecked before you get close. |
jace silencerww
MANUFACTURERS OF DEATH
182
|
Posted - 2015.07.11 10:23:00 -
[2] - Quote
Thokk Nightshade wrote:jace silencerww wrote:IAmDuncanIdaho II wrote:sebastian the huds wrote:CCP Rattati wrote:Instead of PG/CPU, there will be a commando skill, bonus to fitting light weapons can we also change commando damage bonuses to affect only that race's weapons? so i can stop seeing all these minmandos with swarms and see more calmandos with them. Until I read your last sentence, I was agreeing. But I thought you meant based on the existing racial skills, i.e. Minmando has damage bonus to projectile / explosive weapons, which means they *should* use swarms. Or have I misunderstood which weapons the Minmando's current bonuses apply to? Last I looked, Swarm launchers were either explosive or projectile damage. well the swarm launcher is caldari tech. HOWEVER just like the nova knives the caldari do not the bonus but the Minmatar gets the bonus. this is what he was saying- every commando should only get bonuses to their tech. CCP saw what would happen if you did this though. a caldari commando with a rail rifle/sniper rifle on a roof then you try to fly up there in a dropship just to get hit by swarm. even better with a 10% bonus with 3 complex light damage mods for a total boost of 27% to damage and that means even with shields which gets a natural -20% to swarms, your going to get wrecked before you get close. You forgot the weapon bonus + the warbarge bonus if you skilled them. With my CalMando and 3 complex damage mods and a RR, I'm getting a 46% bonus to damage (that takes into account the stacking penalty for damage mods as well) RR is 3% per level at 15 %, 10 % bonus for Commando, 18.04% for 3 proto damage mods, 3% for Warbarge. Add it up you get 46.04% bonus. Well I hate to tell you but your math is off. if your using you fitting screen Damage bit- well it is wrong. first-stacking penalty is this for 3 complex light damage mods first ones is the full 7%, second one is 6.08% third one is 3.99% so 17.07% second- against shields you get a minus 10% damage (90%) but a +10% against armor (110%). third- proficiency ONLY counts what what the weapon is strong against (RR is armor & scr r is shield) so your not getting 46.04%. / it is more like this (base weapon damage)*(10+17.07+3=30.07%)= answer*90% for against shields/ (base weapon damage )*10+17.07+15+3=45.07%= answer*110% for against armor With that said your damage (using calmando with 3 complex damage mods & proto RR) not counting warbarge against shields it is 69 and DPS is 534.47. against armor it is 84.92 and DPS is 653.24 (that includes the 15% from proficiency) |
jace silencerww
MANUFACTURERS OF DEATH
183
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Posted - 2015.07.14 08:48:00 -
[3] - Quote
Bright Cloud wrote:Veg Hegirin wrote:CommanderBolt wrote:That too is my initial thought. This mod (at least how I assume it would work) would just be a huge buff to certain weapons while not being useful at all on others (like the PLC) ScR and Lazor will be able to empty their clip without exploding in some cases Modded controllers will make much better use of semis than us plebs PLC and Swarms won't see any benefit All the rest will probably be fine, idk PLC is a weapon which is utilised by armor tanked suits. Just keep using damage mods, swarms could maybe get a lock on time reduction with ROF modules. In my opinion to avoid insta melting suits it should be restricted that you have to choose which mod you put onto your suit by making fits invalid when using damage mods and rate of fire modules on the same fit.
well the lock on already gets a 25% reduction by the operation skill HOWEVER there is a 2 second delay after firing and start lock on again. this was made to keep swarm from being OP. think if there was not delay time you could lock on fire 3 under 4 seconds or 4 if using exp swarm or beacon under 5.5 seconds. dropships would not have a chance, by the time the first one hits the 3 would be already on the way if it was 150 meters out. I doubt any pilot could react faster enough to get away if the 3 was already in the air by the time the first one hits. |
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