Pages: 1 2 3 4 5 6 7 8 9 10 20 30 40 50 60 70 80 90 100 200 .. 263 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 30 post(s) |
Tyberius Franklin
Federal Navy Academy Gallente Federation
713
|
Posted - 2013.09.05 20:43:00 -
[2701] - Quote
MeBiatch wrote:Mer88 wrote:
wheres the trator beam bonus? i wouldnt fly one if theres no trator beams since cnr is better at killing.
better at killing what? does it do more potential dps? how does that dps apply? Don't the both do the same damage with 8 effective launchers? Also the native bonus to explosion radius of the CNR is quite nice as either an alternative of or in addition to TP juggling. |
Kagura Nikon
Mentally Assured Destruction
486
|
Posted - 2013.09.05 20:45:00 -
[2702] - Quote
M1k3y Koontz wrote:xTru wrote:I want my marauder skill points back . ^ This. They were cool changed until the update
Only the web bonus is stupid. Make it a damage bonus and Absolutely EVERYONE that used Marauders can bennefit from it. |
Mer88
Royal Amarr Institute Amarr Empire
11
|
Posted - 2013.09.05 20:46:00 -
[2703] - Quote
instead of giving web bonuses to all ships which is pointless too golem how about give 10% bonus to target painters per level for all ships and replace the current golem tp bonus to a 5% radius exp radius bonus per marauder level? This way, the turrent ships can apply their damage better at range also helps out the drone shooting down orbiting frigates. having a web bonus on a slow/immobile BS doesnt seem to make any sense if the only thing that it is going to do is to web frigates. TP would be much better for all BS while in batsion mode. |
M1k3y Koontz
Thorn Project Surely You're Joking
300
|
Posted - 2013.09.05 20:50:00 -
[2704] - Quote
Kagura Nikon wrote:M1k3y Koontz wrote:xTru wrote:I want my marauder skill points back . ^ This. They were cool changed until the update Only the web bonus is stupid. Make it a damage bonus and Absolutely EVERYONE that used Marauders can bennefit from it.
Damage bonus would fit in better with the range aspect that I think(?) CCP was going for with the original changes.
However, a tracking bonus would be useful too (for ships that don't already have one) in place of the web since they serve a similar purpose. How much herp could a herp derp derp if a herp derp could herp derp. |
Luc Chastot
Daktaklakpak.
489
|
Posted - 2013.09.05 20:53:00 -
[2705] - Quote
I seriously feel confused. The proposed changes are a mix of long range and short range bonuses, in some case leaning towards short range, but then comes the MJD bonus. What's the concept behind this? Make it idiot-proof and someone will make a better idiot. |
Pi Selina
Midnight Oil Irregulars.
3
|
Posted - 2013.09.05 20:56:00 -
[2706] - Quote
Quote:GOLEM
Marauders Skill Bonus: 7.5% bonus to the velocity factor of stasis webifiers per level 10% bonus to effectiveness of target painters per level I have to say this looks just plain wrong. It looks like the red-haired stepchild of a drunken night between a RNI and a Vindicator. There's no direction with these bonuses.
Most PvEer's comments I've seen is "MJD out there and snipe those frigs" Most Incursioners comments I've seen is "Get in there and web those frigs"
The Golem can do neither. Even with Cruise Missiles, the above bonuses, 2x Rigor IIs, 3x RBTPainters and 2x Domination Webs,.. and frigs heading straight towards me, I'm gettin' 423 DPS to 14km and 139 DBS to 45,.. from theoretically 8 Cruise Launchers.
With Torps as we all know,.. it'd be even worse!
Sure Gunnery Marauders can 1-Blap Frigs as they're barreling straight at you, a Vargur has little change in DPS between Frigs, Cruisers and BCs given the "straight at you" situation,.. which can be controlled and reset every 54-57 seconds. The Golem (in my experience) requires Light Drones to deal with frigates. Elite Frigates get pounded as EWAR happens,.. the rest are ignored until I vacuum up a mission site.
Please remove this Web Bonus on the Golem's Hull. While the Target Painting Bonus is useful against Cruisers+,.. the Web Bonus has no use on a ship that can't apply damage to frigates in the first place. A bonus to TORPEDO Velocity would be appreciated,.. because sure, applying Cruise Missile DPS ASAP is great,.. when your targetting range is only 250km,.. and your midslots are tied up with TPs and a new MJD, who has the room for a Sensor Booster.
Do as others have stated and put the web bonus in a script for the Bastion module, I really can't see how webbing frigates will benefit Large Missiles at all,..
Though if someone could point out how I COULD use Webs on frigates with Large Missiles,.. I'm all ears,..
|
Grombutz
lass mich in ruhe und nerf ned
68
|
Posted - 2013.09.05 20:57:00 -
[2707] - Quote
Luc Chastot wrote:I seriously feel confused. The proposed changes are a mix of long range and short range bonuses, in some case leaning towards short range, but then comes the MJD bonus. What's the concept behind this?
MJD + falloff/optimal = longe range engagements.
IF things come close --> Serious tank + the ability to kill orbiting stuff with webs.
Clear?
At this point, I still think the golem should get web-range instead of the velocity modifier. Also - change the resist profiles on the Paladin for it's region-specific rats --> perfectly viable ships IMHO. |
Cassius Invictus
Thou shalt not kill Exiled Ones
14
|
Posted - 2013.09.05 20:59:00 -
[2708] - Quote
Ranger 1 wrote:Sarmatiko wrote:Crysantos Callahan wrote:why the paladin gets the stupid resist pattern for its own limited damage pattern with lasers. Because developers played through precise tests and decided that Paladin works most effectively against Angels (EM/Thermal lasers against Exp/Kin npc, what a great idea). Or they promote even more BD&SM experience in PVE. Or simply they don't have any clue. Of course their resist profile has a direct relationship to their racial enemy, but you knew that. Since a Paladin has more than enough tank to deal with whatever you choose to hunt, you should consider that the extra tank in other area's provides you with a bit of protection in case of a gank (where the attacker usually fits weaponry that does a damage type they assume the ratter won't tanked for). Always a silver lining.
Ah there you are wrong Mate. Amarr racial enemy, the Minmatar, deal ALL damage types. Thats why Amarr should have more of a omni tank (but still with exlpo/kin being the highest).
The problem is that while in PvP I can cover resist holes with modules - I don't care where the hole is - I will be omni tanked anyway (so the resists spread is of lesser consequence in PvP). But for PvE I am forced to cover em/thermal hole (coz Paladin being a lazor ship should fight sansha/blood what escapes some peoples attention here...) while Kronos and Golem can use those slots for damage projection mods. Thus Kronos/Golem are much more effective at PvE because they can focus on dealing dmg (faster mission speed) while in my Paladin I have to cover my resist holes first. That is HUGE disadvantage.
Also remember: with laser I can't chose my dmg types. So I'm forces to either fight rats which hit my resist holes or rats that have high resists against lasers. So its lose/lose scenario. Vargur is less affected coz it can fight all rats (can change dmg types), Golem the same, while Kronos has highest resists for rats that is't weaponry is good against.
Again for PvP I will be omni tanked anyway and will cover any large hole no matter which one is it. Just change Paladin resists profile so its better for PvE, so it can fit damage projection mods in lows instead of tank mods.
|
blarggg
MuffinMen
1
|
Posted - 2013.09.05 21:01:00 -
[2709] - Quote
Kagura Nikon wrote:M1k3y Koontz wrote:xTru wrote:I want my marauder skill points back . ^ This. They were cool changed until the update Only the web bonus is stupid. Make it a damage bonus and Absolutely EVERYONE that used Marauders can bennefit from it.
agreed!
also i think i've seen over 100 post that ask for scripts on the module and i just skimmed so you can always give the web bonus on one of those? and one that allows movement or the ability to remote repair. just think of marauders with scrips as balanced versions of T3 ships, you can make 4 or 5 scripts with complimentary bonuses and everyone can have what they want.
1:Solo PVP 2: Fleet PVP 3: PVE +salvage 4: PVE blitz 5: Incursion(if fleet pvp doesn't work for it) |
Periapsis Retrograde Burn
Hedion University Amarr Empire
2
|
Posted - 2013.09.05 21:02:00 -
[2710] - Quote
Pi Selina wrote:Quote:GOLEM
Marauders Skill Bonus: 7.5% bonus to the velocity factor of stasis webifiers per level 10% bonus to effectiveness of target painters per level I have to say this looks just plain wrong. It looks like the red-haired stepchild of a drunken night between a RNI and a Vindicator. There's no direction with these bonuses.
No no no, the Golem has perfect bonuses for a Core Complexion ship, with all it's misisles and Minmatar EWAR bonuses!
What, you say the Golem is a Caldari Lai Dai ship? This makes absolutely no sense, it fits perfectly with the Bellicose and stuff.
So yeah, the Golem is extremely meh. |
|
Mer88
Royal Amarr Institute Amarr Empire
11
|
Posted - 2013.09.05 21:02:00 -
[2711] - Quote
Pi Selina wrote:Quote:GOLEM
Marauders Skill Bonus: 7.5% bonus to the velocity factor of stasis webifiers per level 10% bonus to effectiveness of target painters per level I have to say this looks just plain wrong. It looks like the red-haired stepchild of a drunken night between a RNI and a Vindicator. There's no direction with these bonuses. Most PvEer's comments I've seen is "MJD out there and snipe those frigs" Most Incursioners comments I've seen is "Get in there and web those frigs" The Golem can do neither. Even with Cruise Missiles, the above bonuses, 2x Rigor IIs, 3x RBTPainters and 2x Domination Webs,.. and frigs heading straight towards me, I'm gettin' 423 DPS to 14km and 139 DBS to 45,.. from theoretically 8 Cruise Launchers. With Torps as we all know,.. it'd be even worse! Sure Gunnery Marauders can 1-Blap Frigs as they're barreling straight at you, a Vargur has little change in DPS between Frigs, Cruisers and BCs given the "straight at you" situation,.. which can be controlled and reset every 54-57 seconds. The Golem (in my experience) requires Light Drones to deal with frigates. Elite Frigates get pounded as EWAR happens,.. the rest are ignored until I vacuum up a mission site. Please remove this Web Bonus on the Golem's Hull. While the Target Painting Bonus is useful against Cruisers+,.. the Web Bonus has no use on a ship that can't apply damage to frigates in the first place. A bonus to TORPEDO Velocity would be appreciated,.. because sure, applying Cruise Missile DPS ASAP is great,.. when your targetting range is only 250km,.. and your midslots are tied up with TPs and a new MJD, who has the room for a Sensor Booster. Do as others have stated and put the web bonus in a script for the Bastion module, I really can't see how webbing frigates will benefit Large Missiles at all,.. Though if someone could point out how I COULD use Webs on frigates with Large Missiles,.. I'm all ears,..
I can 1-2 shot frigates in WC l4 using navy missiles with 2 tp and a web, but still wasting even 1 volley on a frigate is a waste considering the slow rof and high volley missile system has. I am sure with 3 tp you will get the same effect and with the up coming 5 s tp cycle time, i dont even see the purpose of using web. .
|
Grombutz
lass mich in ruhe und nerf ned
68
|
Posted - 2013.09.05 21:03:00 -
[2712] - Quote
Periapsis Retrograde Burn wrote:Pi Selina wrote:Quote:GOLEM
Marauders Skill Bonus: 7.5% bonus to the velocity factor of stasis webifiers per level 10% bonus to effectiveness of target painters per level I have to say this looks just plain wrong. It looks like the red-haired stepchild of a drunken night between a RNI and a Vindicator. There's no direction with these bonuses. No no no, the Golem has perfect bonuses for a Core Complexion ship, with all it's misisles and Minmatar EWAR bonuses! What, you say the Golem is a Caldari Lai Dai ship? This makes absolutely no sense, it fits perfectly with the Bellicose and stuff. So yeah, the Golem is extremely meh.
Thats nonsense.
Golem is quite cool. It's just the web-bonus which is a little weird.
|
Mer88
Royal Amarr Institute Amarr Empire
11
|
Posted - 2013.09.05 21:08:00 -
[2713] - Quote
Cassius Invictus wrote:Ranger 1 wrote:Sarmatiko wrote:Crysantos Callahan wrote:why the paladin gets the stupid resist pattern for its own limited damage pattern with lasers. Because developers played through precise tests and decided that Paladin works most effectively against Angels (EM/Thermal lasers against Exp/Kin npc, what a great idea). Or they promote even more BD&SM experience in PVE. Or simply they don't have any clue. Of course their resist profile has a direct relationship to their racial enemy, but you knew that. Since a Paladin has more than enough tank to deal with whatever you choose to hunt, you should consider that the extra tank in other area's provides you with a bit of protection in case of a gank (where the attacker usually fits weaponry that does a damage type they assume the ratter won't tanked for). Always a silver lining. Ah there you are wrong Mate. Amarr racial enemy, the Minmatar, deal ALL damage types. Thats why Amarr should have more of a omni tank (but still with exlpo/kin being the highest). The problem is that while in PvP I can cover resist holes with modules - I don't care where the hole is - I will be omni tanked anyway (so the resists spread is of lesser consequence in PvP). But for PvE I am forced to cover em/thermal hole (coz Paladin being a lazor ship should fight sansha/blood what escapes some peoples attention here...) while Kronos and Golem can use those slots for damage projection mods. Thus Kronos/Golem are much more effective at PvE because they can focus on dealing dmg (faster mission speed) while in my Paladin I have to cover my resist holes first. That is HUGE disadvantage. Also remember: with laser I can't chose my dmg types. So I'm forces to either fight rats which hit my resist holes or rats that have high resists against lasers. So its lose/lose scenario. Vargur is less affected coz it can fight all rats (can change dmg types), Golem the same, while Kronos has highest resists for rats that is't weaponry is good against. Again for PvP I will be omni tanked anyway and will cover any large hole no matter which one is it. Just change Paladin resists profile so its better for PvE, so it can fit damage projection mods in lows instead of tank mods.
I think he meant while you will be slightly less tank in your paladin pve you will be more protected from suicide ganks as you will have a better omni tank where as a golem will have a huge em hole during their pve missioing while fighting angels or serpentis. most pve missioner wouldnt consider being suicide ganked while in a missiion in high sec so most likely most would not fit EM resist in their golem when fighting angel rats |
Tyberius Franklin
Federal Navy Academy Gallente Federation
714
|
Posted - 2013.09.05 21:11:00 -
[2714] - Quote
Cassius Invictus wrote: Ah there you are wrong Mate. Amarr racial enemy, the Minmatar, deal ALL damage types. Thats why Amarr should have more of a omni tank (but still with exlpo/kin being the highest).
The T2 resist profiles predate the projectile balance that added the damage type flexibility we now have. |
Periapsis Retrograde Burn
Hedion University Amarr Empire
2
|
Posted - 2013.09.05 21:16:00 -
[2715] - Quote
Grombutz wrote:Periapsis Retrograde Burn wrote:Pi Selina wrote:Quote:GOLEM
Marauders Skill Bonus: 7.5% bonus to the velocity factor of stasis webifiers per level 10% bonus to effectiveness of target painters per level I have to say this looks just plain wrong. It looks like the red-haired stepchild of a drunken night between a RNI and a Vindicator. There's no direction with these bonuses. No no no, the Golem has perfect bonuses for a Core Complexion ship, with all it's misisles and Minmatar EWAR bonuses! What, you say the Golem is a Caldari Lai Dai ship? This makes absolutely no sense, it fits perfectly with the Bellicose and stuff. So yeah, the Golem is extremely meh. Thats nonsense. Golem is quite cool. It's just the web-bonus which is a little weird.
There is no other Caldari ship with a TP bonus, which is, was and always will be a module usually associated with Minmatar hulls. As are stasis webifiers, although Minmatar hulls usually posess stasis webifier range bonuses.
The Golem is downright anomalous (but to be fair, as were/are/will be Paladin and Kronos) in it's bonuses, and I could now go on and on about the design philosophies of the different races and T2 manufacturers, but that would become quite offtopic. |
Fredric Wolf
BSC LEGION Tactical Narcotics Team
18
|
Posted - 2013.09.05 21:20:00 -
[2716] - Quote
While I agree that the Web Bonus is odd on the Golem I think the best way to make the web bonus work well with this is to give the bastion mod a 300% bonus to range of Webs. This will push a Fed Navy web out to 42k before heat or boosts. This will make the incursion runners happy and also make this bonus work with the increased ranges these ships can now fight at.
|
Jasmine Assasin
State War Academy Caldari State
26
|
Posted - 2013.09.05 21:22:00 -
[2717] - Quote
The problem is that TPs are insanely useful for missiles, yet CCP "gave" them to the wrong race.
Whoops.
They should have been given to Caldari from the start. |
Bruised Mee
Ministry of War Amarr Empire
0
|
Posted - 2013.09.05 21:24:00 -
[2718] - Quote
Mer88 wrote:instead of giving web bonuses to all ships which is pointless too golem how about give 10% bonus to target painters per level for all ships and replace the current golem tp bonus to a 5% radius exp radius bonus per marauder level? This way, the turrent ships can apply their damage better at range also helps out the drone shooting down orbiting frigates. having a web bonus on a slow/immobile BS doesnt seem to make any sense if the only thing that it is going to do is to web frigates. TP would be much better for all BS while in batsion mode.
I still think the web would benefit gunboat more than a TP but i suppose it could work . |
Mole Guy
Xoth Inc
343
|
Posted - 2013.09.05 21:32:00 -
[2719] - Quote
Periapsis Retrograde Burn wrote:As I am currently in heavy theorycrafting mode, does anyone know if the Bastion bonuses to optimal and falloff are stacking penalized? The longer I look at the prospect of a 70ish km optimal on a Tachy-Paladin, the more I like it. 70k? scorch on a pulse apoc gets 90km. then add the bastion 25% to optimal/fall off and u have a 135km pulse paladin.
yer lookin at like 200km tachyon paly. |
Cade Windstalker
Donohue Enterprises Ad-Astra
135
|
Posted - 2013.09.05 21:43:00 -
[2720] - Quote
Mole Guy wrote:Periapsis Retrograde Burn wrote:As I am currently in heavy theorycrafting mode, does anyone know if the Bastion bonuses to optimal and falloff are stacking penalized? The longer I look at the prospect of a 70ish km optimal on a Tachy-Paladin, the more I like it. 70k? scorch on a pulse apoc gets 90km. then add the bastion 25% to optimal/fall off and u have a 135km pulse paladin. yer lookin at like 200km tachyon paly.
25% stacking penalized. If you run the numbers on the Kronos Ytterbium posted that'll confirm for you.
Also is your 90km at Optimal + Falloff? Because that's half damage right there. |
|
Ranger 1
Ranger Corp
4583
|
Posted - 2013.09.05 21:44:00 -
[2721] - Quote
Mer88 wrote:Cassius Invictus wrote:Ranger 1 wrote:Sarmatiko wrote:Crysantos Callahan wrote:why the paladin gets the stupid resist pattern for its own limited damage pattern with lasers. Because developers played through precise tests and decided that Paladin works most effectively against Angels (EM/Thermal lasers against Exp/Kin npc, what a great idea). Or they promote even more BD&SM experience in PVE. Or simply they don't have any clue. Of course their resist profile has a direct relationship to their racial enemy, but you knew that. Since a Paladin has more than enough tank to deal with whatever you choose to hunt, you should consider that the extra tank in other area's provides you with a bit of protection in case of a gank (where the attacker usually fits weaponry that does a damage type they assume the ratter won't tanked for). Always a silver lining. Ah there you are wrong Mate. Amarr racial enemy, the Minmatar, deal ALL damage types. Thats why Amarr should have more of a omni tank (but still with exlpo/kin being the highest). The problem is that while in PvP I can cover resist holes with modules - I don't care where the hole is - I will be omni tanked anyway (so the resists spread is of lesser consequence in PvP). But for PvE I am forced to cover em/thermal hole (coz Paladin being a lazor ship should fight sansha/blood what escapes some peoples attention here...) while Kronos and Golem can use those slots for damage projection mods. Thus Kronos/Golem are much more effective at PvE because they can focus on dealing dmg (faster mission speed) while in my Paladin I have to cover my resist holes first. That is HUGE disadvantage. Also remember: with laser I can't chose my dmg types. So I'm forces to either fight rats which hit my resist holes or rats that have high resists against lasers. So its lose/lose scenario. Vargur is less affected coz it can fight all rats (can change dmg types), Golem the same, while Kronos has highest resists for rats that is't weaponry is good against. Again for PvP I will be omni tanked anyway and will cover any large hole no matter which one is it. Just change Paladin resists profile so its better for PvE, so it can fit damage projection mods in lows instead of tank mods. I think he meant while you will be slightly less tank in your paladin pve you will be more protected from suicide ganks as you will have a better omni tank where as a golem will have a huge em hole during their pve missioing while fighting angels or serpentis. most pve missioner wouldnt consider being suicide ganked while in a missiion in high sec so most likely most would not fit EM resist in their golem when fighting angel rats Yep, granted that isn't a factor most take into consideration when outfitting their ships for PVE... although considering what a high profile target mission fitted Marauders are for suicide ganks it probably should be. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |
Mer88
Royal Amarr Institute Amarr Empire
14
|
Posted - 2013.09.05 21:49:00 -
[2722] - Quote
Bruised Mee wrote:Mer88 wrote:instead of giving web bonuses to all ships which is pointless too golem how about give 10% bonus to target painters per level for all ships and replace the current golem tp bonus to a 5% radius exp radius bonus per marauder level? This way, the turrent ships can apply their damage better at range also helps out the drone shooting down orbiting frigates. having a web bonus on a slow/immobile BS doesnt seem to make any sense if the only thing that it is going to do is to web frigates. TP would be much better for all BS while in batsion mode. I still think the web would benefit gunboat more than a TP but i suppose it could work .
alternately, instead of a passive tp bonus per skill, we could tie the tp to the bastion module like 50% bonus of tp effectiveness when bastion module is active. I think that gun boats need tracking the most when the ship is sitting still. And if they are sniping at 50km +, they wouldnt even need tp due to low trans vel. ships that gets into range 30km -10km the tp will make sure each shot will be a good one while being immobile lessoning the effect of not being able to move to lower the transverse. on the other hand , this might make the golem too OP |
Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1385
|
Posted - 2013.09.05 22:26:00 -
[2723] - Quote
Dave Stark wrote:MeBiatch wrote:Kasuko Merin wrote:Sssooo they have all kinds of bonuses to make them work better at range and be better at getting to that range...
...and a web bonus that can only be applied if you're at short range. Dafuq is with the scattershot bonuses? certain people who play incursions used tier many alts to ***** about the loss of the web bonus because they do not want vindicators.... well, when a vindicator has more damage, better webs, and an extra mid slot over a kronos... where's the incentive to use a marauder?
t2 res are kind of a big deal..
(Unless you are talking about pve in which case meh, irrelevant) BYDI recruitment closed-ish |
GreenSeed
680
|
Posted - 2013.09.05 22:27:00 -
[2724] - Quote
web bonuses on a static/slow ship?
no way, that's completely useless, even using the silly officer webs they are still crap. unless you also give them web range bonus... which creates a ton of other balance issues.
web bonuses are bad, they need to go, from all ships if possible.
as it is, the only thing that web bonus will be used against is NPCs, anything else, regardless of how slow it is, can stay away from tackle range. |
Ncc 1709
Fusion Enterprises Ltd Nulli Secunda
1
|
Posted - 2013.09.05 22:32:00 -
[2725] - Quote
Put the F*ing Rep bonus back... a web bonus with a stationary ship is a stupid idea |
Count Chamberlain
The Inheritors
1
|
Posted - 2013.09.05 22:34:00 -
[2726] - Quote
in light of the recent proposed changes (removal of tanking bonus, adding of Useless Web bonus to a med to long range ship(s))
I would like a skill point re-fund.
This is not a re-balance, this is a Fluff up. |
Michael J Caboose
Imperial Academy Amarr Empire
15
|
Posted - 2013.09.05 22:43:00 -
[2727] - Quote
I was pretty optimistic when I read the first iteration of the proposed Marauder changes. It wasn't perfect, but it was interesting and innovative, and I could see all sorts of possibilities for creative use in solo and small gang PVP and high end PVE.
But the second iteration is just terrible. The T2 resists are nice, but not worth the cost. Bastion mode is now so gimped that it has no use other than providing ewar immunity in L4s, and all the L33T PVPers who are so enamored of the pointless web bonus and magical T2 resists on these painfully slow lumbering ships are forgetting that these ships STILL have frigate level sensor strength outside of the now even more suicidal Bastion mode. They will be permajammed by almost anything.
|
Rek Seven
Probe Patrol Polarized.
972
|
Posted - 2013.09.05 22:54:00 -
[2728] - Quote
GreenSeed wrote:web bonuses on a static/slow ship?
no way, that's completely useless, even using the silly officer webs they are still crap. unless you also give them web range bonus... which creates a ton of other balance issues.
web bonuses are bad, they need to go, from all ships if possible.
as it is, the only thing that web bonus will be used against is NPCs, anything else, regardless of how slow it is, can stay away from tackle range.
lol you don't know what you are talking about. Web bonuses are great, especially on less mobile ships... But a range bonus would be better than the current proposal.
Also, I'm pretty sure a local rep will still be good enough due to the introduction of T2 resists. I'm just here for the likes |
Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1386
|
Posted - 2013.09.05 22:57:00 -
[2729] - Quote
GreenSeed wrote:web bonuses on a static/slow ship?
no way, that's completely useless, even using the silly officer webs they are still crap. unless you also give them web range bonus... which creates a ton of other balance issues.
web bonuses are bad, they need to go, from all ships if possible.
as it is, the only thing that web bonus will be used against is NPCs, anything else, regardless of how slow it is, can stay away from tackle range.
Web bonuses are jsut about the most OP bonus in the game
imho BYDI recruitment closed-ish |
|
CCP Rise
C C P C C P Alliance
2670
|
Posted - 2013.09.05 23:05:00 -
[2730] - Quote
Hey guys
Wanted to just drop and in and say that we're keeping up on feedback and appreciate all the input. We will probably slow down a bit here and look to wait awhile before sharing a new iteration with you. We want to do process a lot of the feedback, do some testing internally and have some more dialogue in the department and after that we'll come back here.
We're definitely running into some problems where these ships are showing potential for a wide range of applications which can lead to balance concerns for some things and obviously can lead to frustration about the ships not being strong enough for others. We want them to be awesome, just like you, and by the time winter comes I think we'll be in a good place.
In the mean time keep up the discussion and you'll hear from us again soon o/ |
|
|
|
|
|
Pages: 1 2 3 4 5 6 7 8 9 10 20 30 40 50 60 70 80 90 100 200 .. 263 :: one page |
First page | Previous page | Next page | Last page |