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Author |
Thread Statistics | Show CCP posts - 11 post(s) |
mine mi
FW Scuad E C L I P S E
5
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Posted - 2012.01.10 17:10:00 -
[1651] - Quote
The weapon is half of problem the other half is the ship bonus
gallente not need rail need a medium range weapon
caldari not need blaster need a medium range weapon
fix the bonus create new weapon |
Hamox
The Scope Gallente Federation
24
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Posted - 2012.01.10 21:17:00 -
[1652] - Quote
mine mi wrote:The weapon is half of problem the other half is the ship bonus
gallente not need rail need a medium range weapon
caldari not need blaster need a medium range weapon
fix the bonus create new weapon
Create new weapon and then? Leave the existing broken? Doesn't sound like a good idea to me. |
mine mi
FW Scuad E C L I P S E
5
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Posted - 2012.01.10 21:32:00 -
[1653] - Quote
I did not say that, each race has 2 weapons, except the Caldari and Gallente, who have to share. I say create a medium-range weapon for Gallente, to replace the rails and a medium-range weapon for the Caldari to replace the blaster. |
Morgan North
The Wild Bunch Electus Matari
61
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Posted - 2012.01.10 21:41:00 -
[1654] - Quote
I could live with that, really. But then again, I'm a caldari Pilot who has Gallente hybrid training and it makes perfect sense in the EVE universe, since they share a homeworld (a reason for having shared weapon systems). |
mine mi
FW Scuad E C L I P S E
5
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Posted - 2012.01.11 00:05:00 -
[1655] - Quote
this was 200 years ago,and if all is ok,if all has sence, why this post has 84 pages |
Laurence Pinkitin
Aliastra Gallente Federation
5
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Posted - 2012.01.11 02:35:00 -
[1656] - Quote
mine mi wrote:I did not say that, each race has 2 weapons, except the Caldari and Gallente, who have to share. I say create a medium-range weapon for Gallente, to replace the rails and a medium-range weapon for the Caldari to replace the blaster.
So it would be something like this?
Blasters-Short range-ownage-station games ect. ?????- Medium range-good damage projection,Damage in between blasters and rails-Main fleet weapon? Rails- Long range-Fleet Sniper |
tEcHnOkRaT
Aliastra Gallente Federation
19
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Posted - 2012.01.11 12:48:00 -
[1657] - Quote
Tanya Powers wrote:Jaigar wrote:Nikuno wrote:No hybrid using ships, 5.9% of weapons are hybrids. Still dreadful. Just going to state, you can't determine if something is balanced based on popularity. People are already trained for Maelstroms, Baddons, and Drakes, and the blobfests aren't going to change fleet doctrine unless its to something more powerful. Just give me the ability to SD in about 10sec and do massive dmg at 15km around my ship explosion function of the quality/quantity ammo left in the cargo at the moment of that explosion. Blob exterminated for ever. If you want to deal with this blob issue it's not by introducing tools like Tier 3 BC's that you are going to avoid those or change something, it's by giving the tools to players. ATM there's none other than "disconnect" and go play WT's or BF3 (personally don't play those but know a lot of people doing it) EDIT: even on SISI where ships cost 100isk you don't see that much gallente/calamari hybrid stuff or just one trying here, another trying there and 1h latter it's all drakes/vagas/cynas/drams/maelstroms/machariels/tornados/oracles and OC capitals/super cakes
thats an interesting tought or if a ship explodes it does massive damage on everything within 15km depending on ship size and class
would give more reality to gameplay and some interesting strategy on counteracting brainless blobs (ctrl + left click and press F1 :D) |
Londor Rogers
Exanimo Inc Psychotic Tendencies.
6
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Posted - 2012.01.11 16:42:00 -
[1658] - Quote
of topic yay I love how in the hybrid weapon thread people are talking about exploding ships that do damage in a 15 km radius. This would be epic at making blaster boats way more viable.
Oh wait most blaster boats will be within this range when they kill stuff..... lol
Oh and could you imagine all the ships self destructing on the Jita undock. CCP you have to implement this freekin awesome well thoughtout idea............. |
tEcHnOkRaT
Aliastra Gallente Federation
19
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Posted - 2012.01.11 17:09:00 -
[1659] - Quote
Londor Rogers wrote:of topic yay I love how in the hybrid weapon thread people are talking about exploding ships that do damage in a 15 km radius. This would be epic at making blaster boats way more viable.
Oh wait most blaster boats will be within this range when they kill stuff..... lol
Oh and could you imagine all the ships self destructing on the Jita undock. CCP you have to implement this freekin awesome well thoughtout idea.............
you would need alot of thinking on this topic and it should only work in 0.0 space and effect mostly long range ships (blobs) close range fighters would only get minimal damage drones none but its only small talk
btw everything about hybrids has already been said in this topic now its up to ccp to find what is good for the game and what not |
Sam Bowein
Sense Amid Madness
40
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Posted - 2012.01.11 18:17:00 -
[1660] - Quote
anyone knows the new stats for null ammo following the changes in the 1.1 patch ?
Quote:Blaster Ammunition: Null Gets a Boost
Range and falloff bonuses for all sizes of Null ammo have been improved to bring the stats more in line with Barrage and Scorch ammunition.
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Archare
SKEET ELITE Sk33t Fl33t
69
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Posted - 2012.01.11 19:03:00 -
[1661] - Quote
Sam Bowein wrote:anyone knows the new stats for null ammo following the changes in the 1.1 patch ? Quote:Blaster Ammunition: Null Gets a Boost
Range and falloff bonuses for all sizes of Null ammo have been improved to bring the stats more in line with Barrage and Scorch ammunition.
It's increasing null from +25% to optimal and falloff to +40% to optimal and falloff on the test server currently.
I posted range numbers earlier in the thread here : https://forums.eveonline.com/default.aspx?g=posts&m=620115#post620115 |
tEcHnOkRaT
Aliastra Gallente Federation
19
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Posted - 2012.01.11 20:08:00 -
[1662] - Quote
i just wonder if this change is now final
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Hamox
The Scope Gallente Federation
24
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Posted - 2012.01.11 20:33:00 -
[1663] - Quote
tEcHnOkRaT wrote:i just wonder if this change is now final
CPP still does a bad job when it is about communication. Just one post like "We are testing A or B out on Sisi to see how it affects the balance. Please feel free to use Hybrids and let us know your experience...." would have taken them about 5 minutes. Aren't we worth that time? Is it really that difficult to COMMUNICATE? I really don't get it. It is hard to believe how the same "mistakes" happen again and again... |
Magosian
Center for Advanced Studies Gallente Federation
177
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Posted - 2012.01.11 20:57:00 -
[1664] - Quote
Hamox wrote:tEcHnOkRaT wrote:i just wonder if this change is now final
CPP still does a bad job when it is about communication. Just one post like "We are testing A or B out on Sisi to see how it affects the balance. Please feel free to use Hybrids and let us know your experience...." would have taken them about 5 minutes. Aren't we worth that time? Is it really that difficult to COMMUNICATE? I really don't get it. It is hard to believe how the same "mistakes" happen again and again...
Excellent point. How did Null buffs get to SiSi, yet the thread which basically begged for this buff (among other things) was never notified of the change?
For shame |
thoth rothschild
First Aid Emergency Service
67
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Posted - 2012.01.12 12:09:00 -
[1665] - Quote
I'm not sure if the changes to ammo tange and gun damage are the ultimate solution.
Ships which are already good like vindicator @ docking games become monsters and ships which are somewhat strange will still be strange like eos, astarte....
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tEcHnOkRaT
Aliastra Gallente Federation
19
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Posted - 2012.01.12 16:58:00 -
[1666] - Quote
what is strange that both minmatar arty and autocanons can hit targets at 100km distance
but if u talk about hybrids to give them such an ability it gets monstrous
the fallof bonus on tracking enchancers should be reduced to 15% the same as optimal bonus is
and projectiles would loose there OP status and would be more balanced to other turret systems
THE TRACKING ENCHANCERS WITH 30% FALLOF BONUS ARE COUSING ALL THE BALANCE PROBLEMS |
Naomi Knight
Imperial Academy Amarr Empire
199
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Posted - 2012.01.12 17:05:00 -
[1667] - Quote
tEcHnOkRaT wrote:what is strange that both minmatar arty and autocanons can hit targets at 100km distance
but if u talk about hybrids to give them such an ability it gets monstrous yup because hybrids needs cap and cant change dmg type ... oh wait... it is also strange that the null fix made blaster to be able to do comarable dmg to ac-s at point range , but somehow it is op , so if a weapon system which does the same dmg and needs cap and only therm+kinect dmg type is op , what does that make ac-s? super imba op? |
Magosian
Center for Advanced Studies Gallente Federation
177
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Posted - 2012.01.12 17:22:00 -
[1668] - Quote
Naomi Knight wrote:tEcHnOkRaT wrote:what is strange that both minmatar arty and autocanons can hit targets at 100km distance
but if u talk about hybrids to give them such an ability it gets monstrous yup because hybrids needs cap and cant change dmg type ... oh wait... it is also strange that the null fix made blaster to be able to do comarable dmg to ac-s at point range , but somehow it is op , so if a weapon system which does the same dmg and needs cap and only therm+kinect dmg type is op , what does that make ac-s? super imba op?
And this is to say nothing of the minmatar ships STILL able to speed away if things go sour, while Gallente ships have no defense to speak of.
It's been a LONG time since a dev posted in here. What's going on?
CCP, the proposed Null changes are good, but they do not make the hybrid platform viable. Gallente ships still need some kind of passive defensive mechanic to compete with superior speed of minmatar and superior tanks of Caldari and Amarr. |
tEcHnOkRaT
Aliastra Gallente Federation
19
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Posted - 2012.01.12 17:28:00 -
[1669] - Quote
my sugestion would be to the final balance fix
to give blasters the 1,4 bonus on null and then to reduce the fallof bonus on traking enchancers to somewhere about 20% reduce arty alpha and give some of it to railguns
and take a look how it develops in the next few months becouse projectiles are already kiking even the fleet abadon out of the top 20 list and thats an alarming indication that u have a huge problem there with projectiles
even the alltimes number one drake is now at the second place overpowered by projekltiles
http://eve-kill.net/?a=top20 |
Jerick Ludhowe
Purification of Eden XIN DOA'ED
54
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Posted - 2012.01.12 18:40:00 -
[1670] - Quote
thoth rothschild wrote: and ships which are somewhat strange will still be strange like eos, astarte....
Command ships as a whole need a good looking at by CCP. The advantage that field commands get over tier2 bcs is rather minimal when looking at the cost and dead end sp investment that the command ships require. The fact that t3s make better off grid boosters than the fleets commands is just icing on the cake.
As far as null changes go... It will certainly have a significant change on medium and large blaster pvp. It will essentially boost dps by a rather significant margin in most close range pvp engagements.
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Magosian
Center for Advanced Studies Gallente Federation
177
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Posted - 2012.01.12 22:42:00 -
[1671] - Quote
Jerick Ludhowe wrote:thoth rothschild wrote: and ships which are somewhat strange will still be strange like eos, astarte....
Command ships as a whole need a good looking at by CCP. The advantage that field commands get over tier2 bcs is rather minimal when looking at the cost and dead end sp investment that the command ships require. The fact that t3s make better off grid boosters than the fleets commands is just icing on the cake. As far as null changes go... It will certainly have a significant change on medium and large blaster pvp. It will essentially boost dps by a rather significant margin in most close range pvp engagements.
Eh.
In my eyes, the same disparities can be found in command ships:
Sleipnir: simply awesome Claymore: top notch for skirmishing, if you're willing to go to such lengths (strange how this fits the skirmish philosophy) Aboslution: not bad! Damnation: top notch for armor fleets (strange how amarr BS fleets work so well with this) Nighthawk: eh Vulture:eh (at least it gives bonuses to shield tanks, making SOME sense) Astarte: nauseating Eos: WTF? Information warfare? Why does this ship even exist anymore?
Note the top two, Minmatar/Amarr, make great use of their native t2 resists to provide dominating omni tanks. This ALONE makes them the better choices. Everything else is just average or downright deplorable. I can't think of a single reason to use an Astarte or Eos. Hrm, I remember saying the same thing about hybrids! Noticing a trend? |
tEcHnOkRaT
Aliastra Gallente Federation
19
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Posted - 2012.01.12 23:17:00 -
[1672] - Quote
well every time a newbie asked me what to train, i told them minmatar
and if they start arguing how they imagine other races to be better i just say shut up, and do what grown ups are telling u
so u see the trend soon, after the most pilots trained for minmatar we have to rename the game from eve-online into winmatar-online
me mayself only 3 months left till perfect minmatar pilot |
Hamox
The Scope Gallente Federation
24
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Posted - 2012.01.12 23:45:00 -
[1673] - Quote
tEcHnOkRaT wrote:well every time a newbie asked me what to train, i told them minmatar and if they start arguing how they imagine other races to be better i just say shut up, and do what grown ups are telling u so u see the trend soon, after the most pilots trained for minmatar we have to rename the game from eve-online into winmatar-online me mayself only 3 months left till perfect minmatar pilot
Well, when I started I was told that every Race is equal and that I should go with Gallente if I like the design. Drones are good for PVE and Blasters do kickass damage and are great for PVP. CPP should educate their game masters better becouse to me it seems they have no idea about this game. Also I should ask CPP to reimburse my SP I spend into total crap. Only good thing is that I realized the problem early enough to cross train to caldari so I can use at least Tengu for WH and Drake for almost everything else ;)
If a newbee would ask me what to do I would tell him to go for Winmatar or Caldari. Caldari is a good choise for missions and WH becouse Drake and Tengu are best ships for that. Winmatar, well we all know what Winmatar is good for ;) Amarr... ... I have no experience with Amarr. Gallente? If you want to Haul and you need a cheap and huge hauler the Indy 5 is your choise. Everything else is just a waste to train. |
tEcHnOkRaT
Aliastra Gallente Federation
19
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Posted - 2012.01.13 09:39:00 -
[1674] - Quote
the thanatos was a nice pve ship but after the plex nerf it got kinda useless too
so yeah im also for a full reimbursting of the galente SP |
Tanya Powers
Science and Trade Institute Caldari State
856
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Posted - 2012.01.13 12:20:00 -
[1675] - Quote
Is this thread still alive?
Lol impressive.
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Ryans Revenge
League of Legends
41
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Posted - 2012.01.13 12:40:00 -
[1676] - Quote
Are Devs still paying attention to this?
I personally think the main problem with blasters is that they aren't face **** enough up close. I don't believe they need to be turned into falloff acs. A lot of people will cry at this but to me it makes sense that a gallente ship should be able to be a glass cannon. Get in close and rip them apart before they stand a chance to rip yourself apart. This happens to a certain extent but not to the extent it should, ac's are still as powerful as blasters up close. AC's should still be the medium range powerhouse. But blasters should make people FEAR you getting at 0 to them. Not just be a little scared until they put that neut on you. |
tEcHnOkRaT
Aliastra Gallente Federation
19
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Posted - 2012.01.13 12:54:00 -
[1677] - Quote
Ryans Revenge wrote:Are Devs still paying attention to this?
I personally think the main problem with blasters is that they aren't face **** enough up close. I don't believe they need to be turned into falloff acs. A lot of people will cry at this but to me it makes sense that a gallente ship should be able to be a glass cannon. Get in close and rip them apart before they stand a chance to rip yourself apart. This happens to a certain extent but not to the extent it should, ac's are still as powerful as blasters up close. AC's should still be the medium range powerhouse. But blasters should make people FEAR you getting at 0 to them. Not just be a little scared until they put that neut on you.
the term glass canon comes not from short range skirmishes
but very long range massive damage, breaks if got targeted it dosnt apply to galente blasters at all
but u can perfectly call arty a glass canon with a good tank :)
and projectiles are not middle range they can easily hit targets up to almost 250-300km
so plz do some research |
Charles Edisson
Aura of Darkness Nulli Secunda
28
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Posted - 2012.01.13 17:40:00 -
[1678] - 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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Morgan North
The Wild Bunch Electus Matari
61
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Posted - 2012.01.13 17:51:00 -
[1679] - Quote
1. No. Although Angular velocity could/should have varying d/dt (x, y, z) speeds.
2. Maybe. I like the part where skills come into play. |
Hamox
The Scope Gallente Federation
24
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Posted - 2012.01.13 18:42:00 -
[1680] - Quote
Tanya Powers wrote:Is this thread still alive? Lol impressive.
It is alive becouse the problem is not solved and there is no feedback from CPP. I will post here until: - the problem is solved or - we get good feedback or - I'm pissed so I unsub and leave this game and company forever. |
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