I believe it's safe to say that frigates(engineers, guards) should have their extra 2 guns back

6 minutes ago, aldermatias said:

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There is base dmg and there is bonus dmg, removing 2 turrets from an LRF means reducing its base, so when you get to fit an LRF you are actually going to have less total Dmg because you reduced the based value that is important for scaling total dmg.

8 hours ago, xKostyan said:

Destructor on Inquisitor S, which is the guard with the LOWEST main weapon dmg output in T5, has about 5 000 dps with 3500 maximum range, dmg fluctuates based on how well you can attune your resistance to incoming dmg, lock on target and 12-1 and 13-1 vs 13-3 implants, plus it will burn all of the energy in a matter of seconds as long as you can aim lasers. Show me a single interceptor that will withhold its shields for 15 seconds.

that’s after base damage being increased with damage boosters and crit damage and with 2km range to boot, which is normal. LRF’s will reach 6k+ damage with such increases from a base of around 5k damage on the best guns like heavy blasters, which is also normal at low ranges.  

which is also normal for close range weapons. long range weapons on the other hand will only go up to 3-4k or so.

all of that is normal and acceptable damage levels for all frigates. 

 

what’s not normal is mass drivers, having a base damage of only about 2.3k dps, with crit and damage boost together would only do about 3k dps,

the levels that a long range gun should be doing, instead of its needed 4k-5k dps at low ranges. 

what’s not normal is positron cannons only having 2k dps, where it needs to be at 3k dps at the baseline, with the possibility, the possibility of going higher than that with pure damage boost crit builds if someone so desires for all guns. 

What’s not normal is coil mortars only doing 2k dps when it needs to be doing at least 3k dps at base damage without any damage boosting equipment or crit setups. 

What’s not normal is the Vulcan, only doing 2.8dps when it needs to be at least at 3.8-4k dps. 

 

All of that must be possible without any damage boosting equipment, because anything less is not able to add proper damage against decently built ships with high resistances.

mass drivers at 2k dps, hitting an interceptor constantly without missing that has at least 100 resists to kinetic, which happens allot, will only do 1k dps. with many of the other debuffs in the game, that’s easily decrease-able to below 800dps, and further still to 400dps. a single ecm equipped with a weapons system inhibitor will be able to decrease that damage to

just around 600dps, easily making it able to tank that over time. 

 

 

 

6 hours ago, WolfKhanGeneral said:

that’s after base damage being increased with damage boosters and crit damage and with 2km range to boot, which is normal. LRF’s will reach 6k+ damage with such increases from a base of around 5k damage on the best guns like heavy blasters, which is also normal at low ranges.  

which is also normal for close range weapons. long range weapons on the other hand will only go up to 3-4k or so.

all of that is normal and acceptable damage levels for all frigates. 

 

what’s not normal is mass drivers, having a base damage of only about 2.3k dps, with crit and damage boost together would only do about 3k dps,

the levels that a long range gun should be doing, instead of its needed 4k-5k dps at low ranges. 

what’s not normal is positron cannons only having 2k dps, where it needs to be at 3k dps at the baseline, with the possibility, the possibility of going higher than that with pure damage boost crit builds if someone so desires for all guns. 

What’s not normal is coil mortars only doing 2k dps when it needs to be doing at least 3k dps at base damage without any damage boosting equipment or crit setups. 

What’s not normal is the Vulcan, only doing 2.8dps when it needs to be at least at 3.8-4k dps. 

 

All of that must be possible without any damage boosting equipment, because anything less is not able to add proper damage against decently built ships with high resistances.

mass drivers at 2k dps, hitting an interceptor constantly without missing that has at least 100 resists to kinetic, which happens allot, will only do 1k dps. with many of the other debuffs in the game, that’s easily decrease-able to below 800dps, and further still to 400dps. a single ecm equipped with a weapons system inhibitor will be able to decrease that damage to

just around 600dps, easily making it able to tank that over time. 

 

 

 

It does not matter how much damage weapon have on a naked ship, all that matter is the capability of improving it, if you chose to completely ignore your main weapon, that is YOUR problem - the game already gives you options. As I said, InquisitorS has the lowest DMG output in T5, due to having least of options to improve it, all other Guards have even more options if players choose to do so. In the same time Guards should not out DPS the DPS roles, like a Gunship or a LRF - it is not their purpose, even though Patriarch and Ronin come close to that

14 hours ago, xKostyan said:

There is base dmg and there is bonus dmg, removing 2 turrets from an LRF means reducing its base, so when you get to fit an LRF you are actually going to have less total Dmg because you reduced the based value that is important for scaling total dmg.

I know what you mean. This problem can be solved with a little ajustement.

20 minutes ago, aldermatias said:

I know what you mean. This problem can be solved with a little ajustement.

but why?

26 minutes ago, xKostyan said:

but why?

The problem with the base damage when receive damage bonuses?

20 minutes ago, aldermatias said:

The problem with the base damage when receive damage bonuses?

no, the whole thing.

18 minutes ago, xKostyan said:

no, the whole thing.

Adjust the equation for “%50 more damage” “LRF ship bonus” work like a base damage.

Just now, aldermatias said:

Adjust the equation for “%50 more damage” “LRF ship bonus” work like a base damage.

There is no reason to do that in the 1st place.

36 minutes ago, xKostyan said:

There is no reason to do that in the 1st place.

Yep, there is reason here, for example if have 2000 base damage and increase your damage +%50 (my suggestion bonus for replace the turrets) +%10(any bonus) = +60% more damage, 2000x1,6=3200 final damage. But if your base damage is 2000x1,5=3000 and encrese damage +10%(any bonus) you will got 3000x1,1=3300 final damage. As you can see 3300 different than 3200. But what do you mean?

There is no reason to replace turrets on LRFs

4 minutes ago, xKostyan said:

There is no reason to replace turrets on LRFs

There is a aesthetic reason.

Let me try to explain. Let suppose we are talking about animals. Interceptors are rats, fighters are cats and frigates are dogs. We have 3 types of dogs, A, B and C. All of them have four paws except by C with SIX paws. You can see the reason now?

50 minutes ago, aldermatias said:

Let me try to explain. Let suppose we are talking about animals. Interceptors are rats, fighters are cats and frigates are dogs. We have 3 types of dogs, A, B and C. All of them have four paws except by C with SIX paws. You can see the reason now?

This isnt sims.

We arbitrarily have 10 roles.

3 with 2 guns

5 with 4

1 with 6

1 with 12

 

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1 hour ago, WolfKhanGeneral said:

![:015_2:](<fileStore.core_Emoticons>/emoticons/015_2.png “:015_2:”)

Your basis for a drastic dmg buff is that guns have low numbers, yet frigates (not lrfs) flown by better pilots consistantly get high scores and good dmg support for their team, aka you should start from buffing your game views 

How to deal damage in ronin:

 

  1. get rid of all the unnecessary passive regen and make room for useful mods. That will reduce your effective tank by about 0.5%.

 

  1. use appropriate weapons. curved Heavy Blasters are borderline useless on slow ships.

 

  1. boost the weapon with appropriate mods (crit for Posi and Proxy)

 

  1. consider equipping Pylons for more Torps

 

On 30.11.2017 at 1:07 PM, Koromac said:

Not really. 50% more weapons = 50% more damage. 6 instead of the current 4 main guns, is basically 50% more firepower and rate of fire.

But don’t forget the dead/blind zones: some frigates have all their mounts only on the upper side or only in the frontal region of the ship. Thats bad for a slow maneauvering vessel to defend against close attackers.

More than 4 main gun mounts, say 6,  for frigates could help eleviate this suboptimal situation. 

 

On 1.12.2017 at 3:47 PM, niripas said:

… blind zones for each of them…

Here’s a mention of the problem “blind zones”! More mounts could help to have a more even distribution. Maybe they could allow the players to manually place their weapon on the mounts they prefer, for their are more mounts on the ships models than needed.

@Wolfkhan

fck no!!! frig players already do damage and kills despite having no fly skill at all and some do not even have a proper aim skill. They simply press a area of effect skill…

 

Also since the beginning i greatly disliked several frigate properties like LRF moving without losing cloak, guard with huge aoe are of effect skills that noone sees therefore none can avoid it, and fcking engineer drones which shoot at invisible targets too. And i could continue …

Smaller ships win by avoiding damage, hence fly and aim skill. And Skill always has to beat Class or Ship type! Just make the area of effect xxxx visible or remove them! Not to start talking of auto aim …

 

Flying interceptors used to be so much fun, but nowadays its just a pain in the xxxx. There are so many noobish area of effect skills, manovrability debuffs or auto aim. waaaaa… its crazy

18 hours ago, MathModelSim said:

@Wolfkhan

fck no!!! frig players already do damage and kills despite having no fly skill at all and some do not even have a proper aim skill. They simply press a area of effect skill…

 

Also since the beginning i greatly disliked several frigate properties like LRF moving without losing cloak, guard with huge aoe are of effect skills that noone sees therefore none can avoid it, and fcking engineer drones which shoot at invisible targets too. And i could continue …

Smaller ships win by avoiding damage, hence fly and aim skill. And Skill always has to beat Class or Ship type! Just make the area of effect xxxx visible or remove them! Not to start talking of auto aim …

 

Flying interceptors used to be so much fun, but nowadays its just a pain in the xxxx. There are so many noobish area of effect skills, manovrability debuffs or auto aim. waaaaa… its crazy

that’s an entirely different subject to be addressed in another thread and has little to do with main guns that have to do with at least a little aiming skill, while on topic I think you’re at the point where you should write an in-depth review of these effects and put up your suggestions.