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Author |
Thread Statistics | Show CCP posts - 5 post(s) |
Crias Taylor
GoonWaffe Goonswarm Federation
14
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Posted - 2011.10.31 15:58:00 -
[121] - Quote
Comedy reply, "What about blaster POS mods?" |
Darth Felin
Monkey Attack Squad Goonswarm Federation
0
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Posted - 2011.10.31 15:59:00 -
[122] - Quote
Well. this boost is OK for T1 ships, blasters still won't be used much but at least they will have something. But what's about t2 ships now? T2 hybrid platforms are terrible and you can not fix it with blaster fix. |
Bagehi
Association of Commonwealth Enterprises Important Internet Spaceship League
12
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Posted - 2011.10.31 16:00:00 -
[123] - Quote
Hurray! My hybrid skills will be useful again! |
Raimo
Genos Occidere HYDRA RELOADED
2
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Posted - 2011.10.31 16:01:00 -
[124] - Quote
A lot of the changes look ok but a few important points:
The T2 ammo changes look shady. The tracking boosts and improving Hail range are really too much (Hail is v good as is)
And most importantly, the blaster boost is inadequate by a large margin. They really need something more to be worth bringing over longer range weapons!
IMHO a 5-10% damage boost would be the ticket, but even more wouldn't really be OP. They need to do *massive* damage to justify using them in the current state of the game. |
Reilly Duvolle
Hydra Squadron
80
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Posted - 2011.10.31 16:02:00 -
[125] - Quote
I think its a pretty good start. However as the blog mentioned, there is a disconnect between gallente armortanking and their fighting style, which is basically to run down their opponents, grab them, hold them and kill them at close range.
Now, a speedboost certainly is a good start, but you cant make Gallente ships faster than minmatar without breaking the lore. Furthermore, minmatar skirmish warfare supremacy means they can kite gallente ships quite easily with medium ranged guns. The web changes in Quantum Rise made blaster tracking insufficient, which seems to be fixed with the blatser tracking boost. But gallente ships will still not be able to run down and catch minnie ships. I dont know, if you dont need a 90% web to track with blasters anymore, maybe gallente blasterplatforms should be given a webrangebonus, to make it harder for miniie ships to kite successfully. Free Kugu |
HELIC0N ONE
GoonWaffe Goonswarm Federation
9
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Posted - 2011.10.31 16:03:00 -
[126] - Quote
Garbad theWeak wrote:- hybrid snipers are once again top in the game. At 200k, they outperform even lasers, and shockingly, caldari are the best. I think hybrids are officially fixed. You can debate if armor snipers are still better, but its competitive, especially the naga. They also should easily outrange pulses now.
Nobody snipes at 200km any more since the probing changes (if you're being outgunned by snipers 151km or further away, the FC probes and fleetwarps to a shorter, more favourable range).
Mid-ranged rail-megas and sniperions with their damage bonus look to be more competitive with this change, but things like the Rokh will still suffer since the range they excel at is a range they'll never be able to fight at. |
Llyandrian
Livestock Science Exchange
1
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Posted - 2011.10.31 16:03:00 -
[127] - Quote
The huge spike in hail volume last week 4 million units in one trade is more than a typical month and implies a leak. |
Marlona Sky
Caldari Provisions Caldari State
1
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Posted - 2011.10.31 16:03:00 -
[128] - Quote
Blasters need more dps. Blaster boats commit to a fight due to always being in scram, web and neut range. You could increase their rate of fire and lower their cap usage more along with ammo that takes up less space to accomplish this. You could also increase blaster module hit points so they can be overloaded much longer. Increase the overload damage bonus. Personally I prefer the higher rate of fire, but any will do. As long as the dps is increased by say 15-20%. |
Nimrod Nemesis
Royal Amarr Institute Amarr Empire
7
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Posted - 2011.10.31 16:04:00 -
[129] - Quote
Garbad theWeak wrote: - hybrid snipers are once again top in the game. At 200k, they outperform even lasers, and shockingly, caldari are the best. I think hybrids are officially fixed. You can debate if armor snipers are still better, but its competitive, especially the naga. They also should easily outrange pulses now.
First off, 200km sniping is a dinosaur strategy for obvious reasons. The fact they "easily out-range," a short-range weapon system shouldn't be an issue. In what way does this "fix," rails? Why would you choose to abandon a mael for a rokh because of these changes? Would you ever think that an eagle was a better choice than a zealot for sniper hac in light of these changes? If your answer is "yes," to either of those you either know something Tallest isn't telling us, or you're completely off-base. |
Debora Tsung
The Investment Bankers Guild
0
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Posted - 2011.10.31 16:05:00 -
[130] - Quote
Charles Edisson wrote:Much as I love these new changes (I have 2 Gallante toons) CCP need to do something about their insider trading. I love the fact that somehow from a new Dev blog today all the ammo types that have just had boosts anounced were bought up off the market 7 days ago. Players that are involved in the balancing/development ideas should not be able to make huge sums of isk out of inside trading.
... I haven't read all the posts in this thread, yet but I just wanted to point out that it was known for weeks that Hybrid Weapons and Ammo will receive a buff, no mystery there. |
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Reilly Duvolle
Hydra Squadron
80
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Posted - 2011.10.31 16:05:00 -
[131] - Quote
Llyandrian wrote: The huge spike in hail volume last week 4 million units in one trade is more than a typical month and implies a leak.
Welcome to last week Free Kugu |
Amro One
One.
15
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Posted - 2011.10.31 16:08:00 -
[132] - Quote
No Rokh, hybrids still suck. |
Einar Matveinen
Familia Oscura
1
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Posted - 2011.10.31 16:09:00 -
[133] - Quote
Is this speed increase on gallente ships +10m/s or +10%?. |
Xython
Merch Industrial Goonswarm Federation
209
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Posted - 2011.10.31 16:11:00 -
[134] - Quote
CCP Lemur wrote:My name is CCP Lemur and I approve of this message and/or service.
Finally time to get the dust of all my Gallente ships.
Come out and gank Miners with us, you're always welcome! |
Jeffrey Powel
My Horse is Amazing
2
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Posted - 2011.10.31 16:14:00 -
[135] - Quote
A failoff boost on blaster more helpfull than a tracking boost = start to DPS at longer range (helpfull in fleet), can play the range to have tracking, can DPS a bit nano ship instead dying like a kitten in a mixer, and give a real utility to use null ammo. And work about this other usless bonus : the armor rep amount. It's really ****** compared to a 5% all resist, armor resist bonus is good for remote tanking, passive tank, capacitor, armor rep bonus just good for active tank... And add a low slot to the hyperion... abaddon got 20 slot, hyperion 19, what is that joke? |
Jeffrey Powel
My Horse is Amazing
2
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Posted - 2011.10.31 16:14:00 -
[136] - Quote
Einar Matveinen wrote:Is this speed increase on gallente ships +10m/s or +10%?.
10m/s |
Jackie Fisher
Syrkos Technologies Joint Venture Conglomerate
17
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Posted - 2011.10.31 16:15:00 -
[137] - Quote
CCP Tallest wrote:Jackie Fisher wrote:No cap usage reduction? Actually, yes there is. I accidentally left it out of the blog. Sorry about that. It is being added to the blog right now. Reduced Capacitor usage: * All hybrid turrets: -30% capacitor use
Good stuff.
You also appear to have forgotten the +10% optimal and +50% falloff for blasters.
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Silath Slyver Silverpine
Federal Navy Academy Gallente Federation
4
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Posted - 2011.10.31 16:15:00 -
[138] - Quote
Sounds to me that when it comes to PvP, it's less a matter of hybrids being sucky, but of projectiles being ridiculously good.
Then again thats always been one of my issues with PvP in any game... balancing is always a pain and there's always flavors of the month. Although with EVE it's more like flavor of the year... |
pmchem
GoonWaffe Goonswarm Federation
10
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Posted - 2011.10.31 16:16:00 -
[139] - Quote
blasters will still suck for many of the reasons already stated by others |
TheButcherPete
StoneWall Metals Productions Bloodbound.
5
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Posted - 2011.10.31 16:18:00 -
[140] - Quote
CCP Tallest wrote:Jackie Fisher wrote:No cap usage reduction? Actually, yes there is. I accidentally left it out of the blog. Sorry about that. It is being added to the blog right now. Reduced Capacitor usage: * All hybrid turrets: -30% capacitor use
Me love you long time CCP Tallest, thanks for unscrewing Hybrids |
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Perdition64
The Xenodus Initiative. ORPHANS OF EVE
7
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Posted - 2011.10.31 16:18:00 -
[141] - Quote
Silath Slyver Silverpine wrote:Sounds to me that when it comes to PvP, it's less a matter of hybrids being sucky, but of projectiles being ridiculously good.
That's becoming more and more apparent.
I dislike power creep, I have to say. Perhaps nerfing projectiles in line with other weapon systems is a better idea. |
Warde Guildencrantz
Fake Philanthropists P I R A T E S
3
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Posted - 2011.10.31 16:19:00 -
[142] - Quote
CCP Tallest wrote:Jackie Fisher wrote:No cap usage reduction? Actually, yes there is. I accidentally left it out of the blog. Sorry about that. It is being added to the blog right now. Reduced Capacitor usage: * All hybrid turrets: -30% capacitor use
@Tallest:
Are you going to throw the changes to T2 missiles in there as well?
Unrelated question, still wondering if the devs are planning on changing up the missile graphics for the winter expansion. |
Jeffrey Powel
My Horse is Amazing
2
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Posted - 2011.10.31 16:19:00 -
[143] - Quote
Jeffrey Powel wrote:A failoff boost on blaster more helpfull than a tracking boost = start to DPS at longer range (helpfull in fleet), can play the range to have tracking, can DPS a bit nano ship instead dying like a kitten in a mixer, and give a real utility to use null ammo. I think a 15 or 20% failoff boost not too much OP, considering in blaster boat you have to be in web/scramble/neutra range to be efficient. And work about this other usless bonus : the armor rep amount. It's really ****** compared to a 5% all resist, armor resist bonus is good for remote tanking, passive tank, capacitor, armor rep bonus just good for active tank... And add a low slot to the hyperion... abaddon got 20 slot, hyperion 19, what is that joke?
|
Crias Taylor
GoonWaffe Goonswarm Federation
14
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Posted - 2011.10.31 16:20:00 -
[144] - Quote
pmchem wrote:blasters will still suck for many of the reasons already stated by others
State them again so it doesn't go ignored. It takes 5 years for hybrid tweaks. |
Buzzmong
Aliastra Gallente Federation
1
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Posted - 2011.10.31 16:21:00 -
[145] - Quote
Silath Slyver Silverpine wrote:Sounds to me that when it comes to PvP, it's less a matter of hybrids being sucky, but of projectiles being ridiculously good.
Arguably, for starters all CCP needs to do is halve the Falloff bonus on TE's to make them match the Optimal bonus. It will at least improve the balance of the bonuses across the weapons systems a bit and not heavily favour Autocannons.
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Garbad theWeak
17
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Posted - 2011.10.31 16:22:00 -
[146] - Quote
Nimrod Nemesis wrote:Garbad theWeak wrote: - hybrid snipers are once again top in the game. At 200k, they outperform even lasers, and shockingly, caldari are the best. I think hybrids are officially fixed. You can debate if armor snipers are still better, but its competitive, especially the naga. They also should easily outrange pulses now.
First off, 200km sniping is a dinosaur strategy for obvious reasons. The fact they "easily out-range," a short-range weapon system shouldn't be an issue. In what way does this "fix," rails? Why would you choose to abandon a mael for a rokh because of these changes? Would you ever think that an eagle was a better choice than a zealot for sniper hac in light of these changes? If your answer is "yes," to either of those you either know something Tallest isn't telling us, or you're completely off-base. Obviously, but if things change caldari hybrids are now the kings of 200k+ sniping. And that's it. For 100k sniperhacs, eagle is still the worst (lowest dps, EM hole, superfluous range). For 150k BS, maels still dominate. For brawlers, both nanopest and hellcat still dominate hybrid platforms. |
Rikki Sals
State War Academy Caldari State
16
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Posted - 2011.10.31 16:22:00 -
[147] - Quote
I hope that this is just the beginning and that balance in general gets fine tuned more frequently. These changes look pretty good. |
Noisrevbus
2
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Posted - 2011.10.31 16:23:00 -
[148] - Quote
Greetings Tallest et. al.
CCP Tallest wrote:...they are meant for longer range combat and as such should not need a velocity boost as much as other hybrid turret ships.
That excerpt from the blog make it sound as a deliberate and conscious choice, tied to a larger plan or vision for how things are meant to be played or function.
I would appreciate it if you (CCP Tallest) or someone else could outline, explain and motivate that part a bit better.
The general consensus on these forums seem to be that hybrid platforms with range bonuses fare no better than other hybrid platforms, while some of their largest issues are tied to "extreme long range" being outdated as a concept, and lacking mobility being a key factor keeping them out of gangs and contest aside those ranges. There need to be something more behind such an abrubt conclusion as "they have range, should get less". Will they get something else? is this coupled with upcomming changes to reinforce "extreme long range" that let them capitalize on said range bonuses in terms of actual range (as opposed to ammo selection)? etc. You leave alot of questions unanswered. |
Fon Revedhort
Monks of War DarkSide.
17
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Posted - 2011.10.31 16:24:00 -
[149] - Quote
Quote:Hybrid Turrets
Reduce CPU usage:
XL Turrets: -5 CPU L Turrets: -3 CPU M Turrets: -2 CPU S Turrets: -1 CPU
Reduce Powergrid usage:
All hybrid turrets: -12% Powergrid usage. Rounded to nearest whole number.
Reduced Capacitor usage:
All hybrid turrets: -30% capacitor use
Damage Increase:
All railgun turrets: +10% to Damage modifier
So, the reason to use beam lasers is now... oh wait, there's none.
Whoever decided rails should deal the same damage as beams needs to do some serious elaborating to justify coping with their adnormally high cap usage and their fittings stats for a mere gain of some tracking.
I for one don't see how it's balanced. 2008, CCP Zulu(park): "command ships are fine as is" 2011, CCP Greyscale: "is the Nighthawk actually underpowered?" Nice progress, guys. |
Raimo
Genos Occidere HYDRA RELOADED
3
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Posted - 2011.10.31 16:27:00 -
[150] - Quote
Morel Nova wrote:I like it overall, but a few reflections:
1. I still think blasters need a flat 10% or so damage buff up close, perhaps even 20% to make them competitive, as it is now an armor hurricane will out-dps a brutix and be more agile/faster (not sure if that last one changes with this), and it still has decent range. Tracking boost isnt much of a boost considering any AC ships you fight will have dual TE most of the time, so will still track just as well as you.
I did some rough calculations some time ago of vagabond vs deimos, both standard fits and deimos needs to catch and get to optimal within 15 seconds to win that engagement. that is a very short period of time and it didnt even factor in the vagabonds tracking advantage.
2. Hail doesnt need its ranged penalty removed. not sure where you got the idea that it was under performant. its been the only close range t2 ammo thats been useful the last few years.
This really. (With formatting) |
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