Turret charge adjustment & rework thread

Greetings, capsuleers!

The current state of charges for turrets is rather sad one. Here is my attempt at fixing some issues (and creating anothers :smile:).

The document I will link is rather huge one, it has “Notes” tab with A LOT of text (sorry for caps, but I don’t know how to stress this enough). If you don’t want to read through text – the link should conveniently land you on the page with the each EVE player’s favorite thing: the numbers.

Before you will go to the document – at your own risk, you was warned; I won’t take any liability for possible side-effect, including, but not limited to, sudden fits of rage, sudden desire to create your own spreadsheet, unability to stop posting extraneous comments in this topic, e.t.c. – so before all this starts, I want you to read very short summaries of my proposed changes.

This charge rework, despite being presented in a single document on a single sheet actually consists of several (sub)parts, that can implemented, discarded or changed regardless of other (sub)parts:

  • T1 frequency crystals rework

  • T1 hybryd charges rework

  • Navy/pirate faction ammunition adjustments

  • T2 ammo rework – it’s just crude draft and despite having numbers they are just placeholders to indicate direction I think they should take.


T1 charges rework summary

  • Long-range laser ammo get EM or THER damage or even mix of them.

  • Close-range laser ammo stays primarily EM with some ammo dipind into EM deeper than now on live.

  • Long-range hybrid ammo stays primarily KIN.

  • Close-range hyrid ammo become primarily THER.

  • State of mid-range laser and hybrid ammo varies between different versions.

  • Projectile turret charges are intact (at least for now :slightly_smiling_face:).


Faction ammunition adjustment summary

  • Navy ammo got damage bonus reduced from +15% to +10% but got +10%/+15% optimal/falloff range bonus.

  • Low-grade pirate faction ammo got +5% tracking/cap use bonus (depending on faction) with damage bonus intact (still +10%).

  • High-grade pirate faction ammo got damage bonus reduced from +20% to +15% but got +10% tracking/cap use bonus (depending on faction).


T2 ammo rework summary

Summary:

  • Four T2 ammo variations for each of short- and long-range turrets – each T1 ammo has respective T2 ammo variant.

  • Removal of tracking penalty from shoort-ranged T2 ammo and slight nerf to their damage.

  • New high-tracking T2 ammo for short-ranged turrets.

  • New mid-range T2 ammo for long-range turrets.

  • New cap-efficiency ammo for both short- and long-ranged turrets.

  • T2 ammo have damage profile similar to the T1 ammo it is based upon (so if T1 ammo deals THER/KIN/EX damage – then T2 ammo will do so too).

  • Projectiles got additional high-damage ammo instead of cap-efficient one and artillery also got additional high-range ammo instead of medium-range one.


#Behold, Spreadsheet, The

Important note #1:
    You will be able to view and leave comments in this spreadsheet.
    Please comment spreadsheet if you have something to add to it.

Important note #2:
    If you have different and well-formulated opinion on how charges should
    be reworked, and if this opinion is incompatible with mine -- please 
    make you own spreadsheet an post it in this thread.

 This thread named "Turret charge adjustment & rework thread for a reason 
 (and it is for people to productivly share their ideas).

P.S. It would be nice if you will find a time to vote in the polls I will make in my next post :slight_smile:

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