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Post Re: Gunners - Preliminary Change Notes
Those moaning about space should look at other classes. Sniper Vene Cyl 450 space, means I can only fit that weapon, zerker set of lincins no other dam type. It will just mean you will have to fink about what ur gonna fighting/role before you move out, you can't carry every damage type at the same time.

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Mon Sep 13, 2010 6:00 pm
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Post Re: Gunners - Preliminary Change Notes
Dr Ingelbert wrote:
Those moaning about space should look at other classes. Sniper Vene Cyl 450 space, means I can only fit that weapon, zerker set of lincins no other dam type. It will just mean you will have to fink about what ur gonna fighting/role before you move out, you can't carry every damage type at the same time.


Dunno what you're talking about there :P I fit 822 hull space in weapons onto my juju, and i consider that the minimum to be combat effective :P

On the flip side, you have to remember that gunners are also fitting two MASSIVE capship lasers.

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Mon Sep 13, 2010 6:30 pm
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Post Re: Gunners - Preliminary Change Notes
Aurora Ex Machina wrote:
The Holy Grail of Gunner.

Its all that I wanted and dreamed of! :shock:

This is amazing, perfect, and is what gunner needs. Gonna love the new strategies.


On another note, I agree that the only thing lacking is the hull for missiles. But we are not too short imo. Doesn't seem to bad though, since you should not be able to hold so many different types of missiles at one time. But you can hold different multiple crates, assuming that the size is 1 for a crate on new missiles. I am so glad that its all being reworked.

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Mon Sep 13, 2010 6:54 pm
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Post Re: Gunners - Preliminary Change Notes
Demiser of D wrote:
Dr Ingelbert wrote:
Those moaning about space should look at other classes. Sniper Vene Cyl 450 space, means I can only fit that weapon, zerker set of lincins no other dam type. It will just mean you will have to fink about what ur gonna fighting/role before you move out, you can't carry every damage type at the same time.


Dunno what you're talking about there :P I fit 822 hull space in weapons onto my juju, and i consider that the minimum to be combat effective :P

On the flip side, you have to remember that gunners are also fitting two MASSIVE capship lasers.


Assuming they only use the capship lasers. A good gunner can respond to many threats. Somethings are strong to mining.... a Death Striker, is weaker to OHL's and Jiji's.

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Mon Sep 13, 2010 6:58 pm
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Post Re: Gunners - Preliminary Change Notes
Aurora Ex Machina wrote:
3a) Possible Capital expanders, for FCs / Gunners.
3b) Weight on missiles reduced significantly (currently 3k / missile)
3c) Potential to slightly decrease size / missile, and given hard-caps on hulls, launchers can be made slightly smaller (perhaps)


a) already have kikale mzungu ka ko, a capital expander which gives 50 space and 10% space... combined with the also impressive 160% bonus to capship hulls. I personally like my Zebra for gunner much better than capships because its faster and more maneuverable, but its lower on hull. though you might see that as a bonus to promote the class hull type, if you shape things so that gunners need multiple missile types to succeed it will be more difficult for the variety we have now to do well.

b) weight isnt as much of an issue

c)sounds good.

and D) still havent seen any comment about the # of missiles controlled :D

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Mon Sep 13, 2010 7:43 pm
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Post Re: Gunners - Preliminary Change Notes
As for the issue on hull, looking at my dread (that has no augs that boost hull) i have 600 hull free (after basic necessities and Vollies) for fuel, ammo crates and missiles. i bring 100 prom with me so now make that 500 hull for missiles and crates, now lets assume we will have 10 different types of missiles (PvAI and PvP) and each crate contains 50 missiles at 3 size each. All you really have to do is decide what two types you will most likely need the most, open 1 of each, that takes 300 hull. Now we have 200 left over, that is 20 crates of each type you can have onboard, which imo is plenty. If you think that hull is still a problem maybe invest in some trans modded gear OR use type 2 crates not type 3?



For HF, my Zebra has 400 spare hull for fuel and such. In the end the same logic applies, invest in smaller / trans gear or learn to use other crate types.

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Mon Sep 13, 2010 8:33 pm
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Post Re: Gunners - Preliminary Change Notes
Dr Ingelbert wrote:
Those moaning about space should look at other classes. Sniper Vene Cyl 450 space, means I can only fit that weapon, zerker set of lincins no other dam type. It will just mean you will have to fink about what ur gonna fighting/role before you move out, you can't carry every damage type at the same time.



I don't know what the fuck you're talking about... I managed to fit an Emp Ray, Dfist, V2 and another weapon in my Juju when I was Sniper.

These changes do sound good, although they seem to be very T20 baised, not that is a problem, but not many people have T20 launchers currently. Considering UHC's are expensive, and the Mk V's go to Battle Spheres... Although you have mentioned changes to that....

Meh, either way, I want to play with changes on test before they go live. :P

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Tue Sep 14, 2010 3:37 am
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Post Re: Gunners - Preliminary Change Notes
jeff mc beth wrote:
... although they seem to be very T20 baised, not that is a problem, but not many people have T20 launchers currently. Considering UHC's are expensive, and the Mk V's go to Battle Spheres... Although you have mentioned changes to that....



Aurora Ex Machina wrote:
  • T20 Launchers put into appropriate drop tables - Battle Sphere Commod will be re-named, but kept the same (i.e. Any Broadsword Class Mark V Launchers in game will be changed to this commod, the Battle Sphere will still require a drop from Emporer)
  • Tier 2 T20 launcher BPs added in game, small possibility of under T20 Tier 2 launchers




I've already split this off - T20 launchers will be a drop from ubers that mid level players get their first taste of T20 ships off. i.e. If you were playing without the assistance of someone giving you a Zebra at level 500, you'd be getting T20 launchers around the same time as your first T20 ship build. This seems balanced to me.

Regarding missile # in the air - this is a difficult point, and Jeff is against being able to launch x20 missiles at one time, due to balancing issues. However, the Capital Ship Tier 2 T20 launchers do fire more missiles than the normal Broadsword ones.


Tue Sep 14, 2010 4:39 am
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Post Re: Gunners - Preliminary Change Notes
Yeah... And if after these changes, I can't solo Anaconda or Marco I'll be pissed, no reason a level 1k5 almost, who has like, 50b of gear on his ship, can't kill an AI whose has a 800m build ship... Which doesn't always have great drops, or prolly not that great gear... >_<

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Battlecruiser23 wrote:
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JeffL wrote:
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Tue Sep 14, 2010 4:43 am
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Post Re: Gunners - Preliminary Change Notes
Zekk wrote:
a) already have kikale mzungu ka ko, a capital expander which gives 50 space and 10% space... combined with the also impressive 160% bonus to capship hulls. I personally like my Zebra for gunner much better than capships because its faster and more maneuverable, but its lower on hull. though you might see that as a bonus to promote the class hull type, if you shape things so that gunners need multiple missile types to succeed it will be more difficult for the variety we have now to do well.



Hmm, that item certainly wasn't supposed to be in game like that - I suspect an additional 0 on the aug_mod (i.e. 1% instead of 10% would be balanced). The Capital range I had in mind adds a flat rate +20 - +50 depending on tech level.


Tue Sep 14, 2010 5:47 am
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Post Re: Gunners - Preliminary Change Notes
Aurora Ex Machina wrote:
Zekk wrote:
a) already have kikale mzungu ka ko, a capital expander which gives 50 space and 10% space... combined with the also impressive 160% bonus to capship hulls. I personally like my Zebra for gunner much better than capships because its faster and more maneuverable, but its lower on hull. though you might see that as a bonus to promote the class hull type, if you shape things so that gunners need multiple missile types to succeed it will be more difficult for the variety we have now to do well.



Hmm, that item certainly wasn't supposed to be in game like that - I suspect an additional 0 on the aug_mod (i.e. 1% instead of 10% would be balanced). The Capital range I had in mind adds a flat rate +20 - +50 depending on tech level.


Before you go OMGWTFNERF please remember that a good number of people use these right now, and that you will destroy many setups if you "fix" it. It's tough to fit everything a good cap ship needs, even with one of those. I use a shield several hundred space smaller than most FCs, and I'm still typically stretched for space.

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Tue Sep 14, 2010 5:58 am
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Post Re: Gunners - Preliminary Change Notes
good god dont touch the mzungu capship expander or there will be blood on the streets...my fc will be screwed!

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Tue Sep 14, 2010 6:33 am
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Post Re: Gunners - Preliminary Change Notes
Yeah, the ka ko has been used for so long and by so many people that changing it now would be tantamount to a complete nerfing of capships in general. If you're going to nerf it, you'd better beef the classes themselves to compensate.

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Tue Sep 14, 2010 8:04 am
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Post Re: Gunners - Preliminary Change Notes
Aurora Ex Machina wrote:
Hmm, that item certainly wasn't supposed to be in game like that - I suspect an additional 0 on the aug_mod (i.e. 1% instead of 10% would be balanced). The Capital range I had in mind adds a flat rate +20 - +50 depending on tech level.

Yeah... My setup wouldn't even work with the Kikale Mzungu Ka Ko, that gives me like, 300 space, without that space, I am butt fucked, completely, unless I downgraded to CALCs again, and got rid of my shield capacitor... Vital parts of my gear... Don't fuck with stuff leaving people like me with more difficulty in obtaining a new item to fix a setup that was already working till you guys decided to fuck with it.


Just like, increase the extraction cost, and make it require Mz Lore 20, instead of shit nerfing it.

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JeffL wrote:
Are you kidding me? Our C2 music is way better than that boring garbage you linked.


Tue Sep 14, 2010 8:05 am
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Post Re: Gunners - Preliminary Change Notes
Would be nice to see Missile Debuffs and Damge/Maneuvrability changing with damage type.

example

Surgical: Extremely fast, agile missiles, low damage.

Heat: Medium Speed, High agility, Medium Damage

Energy: Medium speed, Medium Agility, Medium Damage.

Mining: Same as they are (low speed, low agility, high damage)

Radiation: Low damage, high speed, low agility.

Physical: High damage, low speed, medium agility. Huge knockback (maybe using the Explosion knockback code?)

Laser: Would be the Debuff class of missile, designed to do little - no damage but give different debuffs across the board, from +vis to -shield regen.

Laser missiles would have different "lines" each line of missiles would specialise in one type of Debuff

e.g.

Illuminator Line: Gives +vis to the target, high speed, low agility.

Chernobyl Line: - Shield regen to target. low speed, low agility.

etc. etc. for different debuffs that are wanted

-------------------

Alternatively some Damage types could be given a unique debuff laser providing different debuffs. Different lines of missiles giving different levels of Debuff/Damage ratio for each damage type.

Surgical: + Weapon Recoil
Energy: No Debuff (High Damage)
Mining: - Elec Regen
Radiation: - Shield Regen
Heat: - Radar
Physical: Knockback
Laser: Other/mixed debuffs

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Tue Sep 14, 2010 10:32 am
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