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Author |
Thread Statistics | Show CCP posts - 11 post(s) |
Charles Edisson
Isk Incorporated
7
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Posted - 2011.11.16 09:50:00 -
[1] - Quote
thoth rothschild wrote:One problem get's bigger and bigger each day.
Why do i fight for better Gallentean ships and why do i hurt myself so much to discuss it in endless threats without any blue response. I could life with a negative response but this is really exhausting. Why don't i polish my beloved legion. My motivation to fight for this cause is decreasing really fast.
Just a last word. Change the Eris, Eos and Deimos. Plz! They are the symbol of this fight and why we fight. They are , strange. Eos a droneboat not able to fit drones. Eris, see my quote some posts above. Deimos, paperthin without speed and damage and power and utility and a role.
Best gallentean ships you ever designed were phobos, taranis and adrestia.
" lost the will to make suggestions. |
Charles Edisson
Isk Incorporated
7
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Posted - 2011.11.17 17:07:00 -
[2] - Quote
Not sure where the scare mongering came from about Blasters having too good tracking.
Just tried engaging a Dramiel in a Talos Got level 5 BC so max tracking from the ship, fitted an extra tracking enhanser, also had Web, Scram and Painter fitted. Still couldn't scratch the thing. |
Charles Edisson
Isk Incorporated
7
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Posted - 2011.11.17 17:18:00 -
[3] - Quote
I kind of think AC as a concept is flawed, because of all the weapons in the game they have the shortest optiman so they have good tracking. This makes it so you can not get inside their guns. They also have stupid fall off giving them longer maximum range. I think someone has had their cake and been eating it for soo long that Mini ships should be slowed down a fair bit due to their fat pilots.
Still not seeing anything that will make me use my galle toon for any combat. |
Charles Edisson
Aura of Darkness Nulli Secunda
28
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Posted - 2011.11.28 13:04:00 -
[4] - Quote
Tanya Powers wrote:Maxsim Goratiev wrote:Daedalus Arcova wrote:
Seems a bit odd that the Proteus is only marginally faster than the Tengu, and significantly slower than the Legion (which in turn, is not much slower than a Loki). It's not like the Amarr are renowned for their mobility, is it?
The Proteus was overlooked in the Crucible blaster boat speed buff. It looks like it do with a serious boost. An immobile brick with massive ehp and a long point is a bit too limited a role for a T3 ship. Give it a serious speed buff.
that is stupid indeed. Why the hell is amarr faster? That does not make sense, CCP, plz fix/ Ho dammit very sure every sub combination were tested to arrive at this awesome conclusion right? Because atm the only way to make that legion be faster is by sacrificing another stat of those propulsion subs , unless I'm wrong and taking in account subs fitted only, no mods prop whatsoever. What subs did you fitted for each? -I mean you can say a lot of stuff but without numbers, and from what I can see on SISI, my prot is not bad, slightly better than before. + definitive changes aren't sat since CCP tallest is about to improve ship by ship what's needed to make those work properly.
People currently fit AC onto hybrid ships. Making the ships even better just means people will still fit AC onto hybrid ships. Over all the ship will still be more effective but the reason this happens and will continue to happen is that hybrids suck and still will after the patch. |
Charles Edisson
Aura of Darkness Nulli Secunda
28
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Posted - 2011.11.28 21:56:00 -
[5] - Quote
Tub Chil wrote:Besides obvious advantages of Minmatar, they always had a stealth advantage of not being penalized by using highest damage ammo on autocannons. Hail was the only "fair" one tbh.
so now when you "fixed" it, why does void still have -25% AND -50% penalty on optimal and falloff?
Because Talest is either predudice and mostly uses Winmitar characters, or due to his holiday before the patch change freeze he missed the boat. Corruption or incompitence, take your pick.
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Charles Edisson
Aura of Darkness Nulli Secunda
28
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Posted - 2011.11.28 22:43:00 -
[6] - Quote
Jaigar wrote:I think the changes are a good start, but we need to see how they will affect tranquilly before anymore changes are added. The effect of running new T2 skrimish links to boost their speed along side the blaster tracking and damage and cap buffs may produce some interesting results.
So much is changing in this patch, so small steps at this point is for the better.
I almost think they need to go along the lines of increasing the optimal of AC and reducing their falloff to maintain effective max range, reducing their tracking so they dont hit as well at very short range. This might give Blasters a niche in being able to get under the other races guns. Currently AC have about the same tracking as hybrids after the hybrid buff. Buffing a weapon system to only have parity in an area that is supposed to excell in is not exactly doing it properly.
It would be nice to see all four races used to a roughly even ratio but alas we still wont, Mini and Amarr will still be the races of 0.0. Hybrids and Missiles just have too small a use.
Here's hopping they will fix it in 2014 when Hybrids get looked at again. |
Charles Edisson
Aura of Darkness Nulli Secunda
28
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Posted - 2011.12.02 13:04:00 -
[7] - Quote
I'm going to suggest something a little radical here.
Tracking on ALL short range weapons need looking at. Each tier of weapon should have the same tracking ability at a certain range related to their optimal and falloff. At 1 x Optimal pluss 1x falloff each weapon platform should have the same tracking ability.
Currently Minmitar/Amarr can shoot at Gallante from outside the Gallante pilots range. BUT with current tracking the Gallante pilot can not get under the guns of a Minmitar shipand to an extent Ammar too. I'm not infavour of increasing the Galle maximum efective range but I do think that a hole needs to be created in the effective ranges of the other races. All should have an upside and a down side. Mini really should not have an effective range from 3Km all the way out to 40Km with BS weapons. AC need to be changed so that under say 6 or 7Km they have real trouble hitting anything.
You could then remove the Tracking bonus from Galle boats and replace it with something different but with what I'm not sure.
Result, at long (short range) distance Galle still get owned but not as much as Mini would be loosing some tracking in this scenario otherwise Galle BS would hit frigs at close range too well. At short (short range) distances they own the others. due to taking little damage from Amarr/Mini BS due to tracking issues. |
Charles Edisson
Aura of Darkness Nulli Secunda
28
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Posted - 2011.12.02 13:18:00 -
[8] - Quote
I've got another out of the box solution for Rails. How about rails doing constant damage at all ranges. Instead of ammo changing the amount of damage a rail inflicts it could act like a script and alter the energy requirement for rails. This would make rails the best ship in short duration sniping engagements but if the cap increase is ballanced correctly could/should make Galle even worse on their cap than Amarr are at long ranges.
This would make a totaly different game mechanic and new style of combat to anything we currently have. numbers can be altered to make Galle best at some range but poor at others. |
Charles Edisson
Aura of Darkness Nulli Secunda
28
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Posted - 2011.12.02 19:00:00 -
[9] - Quote
Charles Edisson wrote:I'm going to suggest something a little radical here.
Tracking on ALL short range weapons need looking at. Each tier of weapon should have the same tracking ability at a certain range related to their optimal and falloff. At 1 x Optimal pluss 1x falloff each weapon platform should have the same tracking ability.
Currently Minmitar/Amarr can shoot at Gallante from outside the Gallante pilots range. BUT with current tracking the Gallante pilot can not get under the guns of a Minmitar shipand to an extent Ammar too. I'm not infavour of increasing the Galle maximum efective range but I do think that a hole needs to be created in the effective ranges of the other races. All should have an upside and a down side. Mini really should not have an effective range from 3Km all the way out to 40Km with BS weapons. AC need to be changed so that under say 6 or 7Km they have real trouble hitting anything.
You could then remove the Tracking bonus from Galle boats and replace it with something different but with what I'm not sure.
Result, at long (short range) distance Galle still get owned but not as much as Mini would be loosing some tracking in this scenario otherwise Galle BS would hit frigs at close range too well. At short (short range) distances they own the others. due to taking little damage from Amarr/Mini BS due to tracking issues.
Just looked at the numbers on this. Using this principle even after the buff we get that Galle ships still have the worst tracking at their effective maximum range. even after the buff. Yes Galle have the worst tracking, go figure. At this range Minmitar ships still have 16% better tracking at their Optimal+1x falloff range. Amarr are even worse with almost 21% better tracking.
So my point is that tracking on all short range weapons needs adjusting. I dont know if Galle should be made faster or the others slower but it needs correcting as currently on blaster boats with a tracking bonus the first two levels of bonus only just bring them in line with AC. I'd be in favour of reducing the others tracking this will make kiting a more skillful practice.
If you want to make the argument that blaster ships do get a tracking bonus well then a lot of Minmitar ships get falloff bonuses using these new numbers assuming a galle tracking bonus of 7.5% and a mini falloff bonus of 10% per level the numbers change to mini having 20% better tracking at this range.
TRACKING NEEDS FIXED |
Charles Edisson
Aura of Darkness Nulli Secunda
28
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Posted - 2011.12.02 19:31:00 -
[10] - Quote
Nikollai Tesla wrote:Saw this on the dev blog today, wanted to cross post it since its official Data from CCP looking through their database, not from a kill board. The statistics are quite interesting: https://forums.eveonline.com/default.aspx?g=postmessage&t=40902&f=247&q=453895CCP Diagoras wrote: Final blows, weapon type, 2011 only, PVP only:
Group: Projectile Weapon1,455,484 Energy Weapon392,605 Hybrid Weapon250,858 Combat Drone221,329 Heavy Missile203,896
Type: 425mm AutoCannon II388,602 220mm Vulcan AutoCannon II207,378 200mm AutoCannon II163,613 150mm Light AutoCannon II144,349 720mm Howitzer Artillery II136,879
By ship type scoring the final blow: Hurricane378,864 Drake272,204 Sabre124,472 Dramiel118,128 Vagabond117,136 Cynabal113,905 Abaddon80,659 Tengu79,493 Harbinger71,286 Rifter67,721
Just comfirms what everyone already knows. AC are almost as good at projecting their damage as Lasers are on a stationery ship add in the speed/agility of Mini ships and they are in aleague of their own.
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Charles Edisson
Aura of Darkness Nulli Secunda
28
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Posted - 2011.12.04 18:46:00 -
[11] - Quote
The ballance is done no need to keep going on. there are alot of other mods in the game that are in need or ballancing. Tracking enhansers compaired to tracking computers is one, that's part of the reason that Mini are uber as they shield tank and use the enhanser while other gun races use computers. Another hit galle took was the sensor damp nerf, yes they were overpowered but halfing their stats and limiting to one type was too much. Over all when scripts were introduced ships that used medium slot modules took a hit. and mini by default got a boost.
It happened little by little step by step must mini have directly and indirectly received too many improvements. |
Charles Edisson
Aura of Darkness Nulli Secunda
28
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Posted - 2011.12.14 18:32:00 -
[12] - Quote
Rock, Paper, Scissors, Iron Bar, Puddle of mud, Plastic cup, chocolate teapot has too mant combinations/permutations for the little minds at CCP to ballance. It never will be.
Game is out of ballance at a fundimental level when the smallest class of non cap ship (Frigate) can have over half the damage of the largest non cap ship (Battle ship). If CCP really want a game in which case all classes of ship are used they need to adjust the ship classes massively so that a BS can only hit a Frig one in one hundred times. (the one should be a kill shot though) and a Frig should do very little damage to a BS.
Admit the game mechanics are fundamentily flawed and go back to the drawing board and come up with new calculations to determine ship class ultimate damage, ship class weapon targeting/tracking/potential damage delivery. If a frig cant do any real damage to a BS people will need to take out larger ships. If larger ships cant hit smaller ones all fleets will also need smaller ships. This will necessitate fleets have ships of all classes so newer players are not left out but also that high skill players are also valued.
I'd love to know the velocity projectile guns actualy spit out rounds so that damage is instantaneous. Have a feeling the game mechanics are breaking the laws of physics. unless each round has a micro MWD fitted to it that is.
If a damage time delay was added to all projectile based weapons Hybrid & Projectile) that might lessen the uberness of projectile weapons, only laser based weapons should have near instant damage. |
Charles Edisson
Aura of Darkness Nulli Secunda
28
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Posted - 2012.01.03 19:56:00 -
[13] - Quote
The gun mechanics in the entire game are just wrong. If the tracking of your guns is equal to or greater to the transversal velocity of a targeted ship you should hit it, end of. The maximum theoretical damage output of the different ship classes is too similar, when a frig can put out over 300 DPS that's just wrong, current mechanics force fleets to just be a mass of one philosophy of BS with a small group of supporting ships. If as I always understood it CCP want people to use every type of ship in combat the ability of one class of ship to effectively engage other classes of ship needs to be widened. Frigs should only really be able to tackle BS not easily kill them unless they have a large numerical superiority. on the other hand BS should find it almost impossible to hit frigates unless they are on approach in which case they derve to die.
I know it's never going to happen as this would need every weapon/ship in the game to be worked on in one masive hit which I fear we have passed the point of being able to do due to how much work this would be.
One can but hope though. |
Charles Edisson
Aura of Darkness Nulli Secunda
28
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Posted - 2012.01.13 17:40:00 -
[14] - Quote
Totally rework turret based weapons.
1 New relationship between tracking and transversal velocity. If a hostile ships transversal is greater than your guns tracking then you miss 100% of the time. If it is equal to or greater then you might hit and proceed to part two of the calculation.
2 Projectile weapons are given an apparent velocity and thus flight time. no need to make them physical entities in the game like missiles just do it virtually. This would be where a new calculation based on the aggressors motion prediction, targets evasive manoeuvre, ship signature and projectile flight time should be used. The output should be a sliding value between 0 and 1. Then you have a random number multiplier to let big ships occasionally hit smaller ones to a point but when they do it's catastrophic. i.e. you miss 499 times but the 500th and only hitting shot is a kill.
Unfortunately due to physics Amarr ships should get a value or 1 here as lasers flight time would be near instantaneous but it would be realistic. might need to alter Amarr weapons to make this balanced.
On different classes of ship this would have a massive impact on applied DPS. frig classed hull might need to shift 20-30m to miss a shot and being a nimble ship this would be easy, where as a Titan needs to move 15Km in 3 or 4 seconds, which is not going to happen. It also changes how damage is applied. as you get closer to an enemy damage goes up and up and up as the time component of the evasive manoeuvre V motion prediction part of the equation is reduced but get too close and you cross the tracking tipping point and suddenly DPS is zero.
This lets weapons keep their current ranges as AC would be short barrel low velocity projectiles so even though they can shoot out to massive distances it's easy to avoid the rounds. where as artillery are going to be long barrel higher velocity projectiles and much more difficult to get out the way of. Rails would have higher still velocities and be harder to avoid and beams near instant and almost impossible to avoid unless you say write in a detectable fire time to energy weapons thus building in a time to the evasion equation.
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Charles Edisson
Aura of Darkness Nulli Secunda
28
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Posted - 2012.01.14 15:45:00 -
[15] - Quote
it's not just TE that are over powered, there are a lot of low slot mods that now massively outperform their mid slot counterpart.
This happened when scripts were introduced. So many mid slot modules didly just loose one of their stats by having to choose which of their two functions they would use to it's full extent. The function they use was also reduced so the mods effectiveness was almost quartered. This was a big boost to Mini and Caldari and a stealth nerf to Amarr/Gallante. |
Charles Edisson
Aura of Darkness Nulli Secunda
28
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Posted - 2012.03.02 18:50:00 -
[16] - Quote
Pinky Denmark wrote:Well - The hybrids are far from fixed, but I don't hear anyone complaint about blaster dps If you have a hostile blaster megathron landing on you there isn't even time to "It's a TRAAA....."
Well actually my view would be that the Blaster DPS is not too much, given how dificult it is to get into range of a Minin ship, or the superior EHP of comparable Amarr ships blasters dont do that much DPS, possibly not enough, if your prey has 50% more EHP then you should have 50% more DPS to be on par, not 10%.
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