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Thread Statistics | Show CCP posts - 11 post(s) |
Nagarythe Tinurandir
Catholic School for Boys EXPLO. KINETIK und ein wenig THERMAL
14
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Posted - 2012.01.30 12:39:00 -
[1831] - Quote
RackotPrime wrote:Nagarythe Tinurandir wrote: i always thought of the brutix as the bull charging like hell and not as the ballerina...
whit no speed penalty from rigs brutix are really became a bull, and be more able to get in blaster range winmatars afraid to loss "win" button?
gallente bittervet that desperate to gain a "win button" ? do you care to elaborate your ingenious plan in making rig penalties only for minmatar?
@technokrat: i see how the agility (and acceleration) would help in that moment shortly after the warp in. but it will do nothing for gtfo or chasing down that pesky cane, holding you at arms lenght
it is blaster boats for shock trooper combat then?
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RackotPrime
CONCORD OF UKRAINE Flame Bridge
84
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Posted - 2012.01.30 14:10:00 -
[1832] - Quote
Nagarythe Tinurandir wrote:RackotPrime wrote:Nagarythe Tinurandir wrote: i always thought of the brutix as the bull charging like hell and not as the ballerina...
whit no speed penalty from rigs brutix are really became a bull, and be more able to get in blaster range winmatars afraid to loss "win" button? gallente bittervet that desperate to gain a "win button" ? do you care to elaborate your ingenious plan in making rig penalties only for minmatar? @technokrat: i see how the agility (and acceleration) would help in that moment shortly after the warp in. but it will do nothing for gtfo or chasing down that pesky cane, holding you at arms lenght it is blaster boats for shock trooper combat then? who is trolling now?
Quote:change armor rig penalty as for agility, mass and sig - it's all different story |
Magosian
Center for Advanced Studies Gallente Federation
177
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Posted - 2012.01.30 15:20:00 -
[1833] - Quote
Mariner6 wrote:Magosian wrote:Also consider introducing a mechanism that allows pilots to remove drawback completely. Armor rigs are absolutely stupid on any ship who hopes to get in range of a target who has higher base speed in the first place. Say, 20% reduction to drawback per trained level of rigging, obviously 100% reduction at level V?
It's sensible and logical, and drawbacks never really made any sense anyhow. I agree with the whole problem with Gallente getting into range issues. However, I think there will be 2nd and 3rd order effects of doing what you propose. If you get rid of the draw back to armor rigs, sure it will help Gallente ships, but it will also help all other ships. Particularly the Hurricane. Can you imagine a armor tanked hurricane that is just as fast as a current shield tanked version? With its already very small sig radius that will become the preferred close in killer because it will be faster, tank more, still put out dps regardless of neuting etc etc. So, I submit that changes to rigs/drawbacks are not the answer. The answer must be found in changing the base stats to Gallente hulls. No easy solution, though we are all on the same side. What would you think of Gallente ships able to come out of warp faster than any other ship. I'm all about having to do the work to get a punt/warp in on a target. But the problem is by the time you land and decelerate out of warp and begin the targeting process, the target has burned out of scram/web range even with a perfect interdiction maneuvers boost. Perhaps if gallente ships could do that warp braking/acceleration to max warp speed faster then the chances of getting a hard and heavy tackle on the target would go up significantly. Overall I think Gallente needs some ships boosted for heavy tackle. Like the Brutix with a big boost to scram (and scram only) range. Some where near 20km's with perfect skills and interdiction maneuvers boost. Give the myrm a similar boost to web range. Make those two ships work together to get heavy tackle on all these kiters, but the key will have to be higher scan resolution and a much faster braking out of warp. There is no way to make Gallente so fast as to be a chasing kiters without screwing up the whole game. Smart tactics and team work will be required, but as it stands right now the mechanics don't exist to really counter kiting even with perfect punts. (sure you get warp disrupter, but that's near worthless particularly against these tier 3 bc's.)
Yes indeed. My suggestion to remove drawback was something I posted late at night without providing much detail, so my apologies. Perhaps it would make more sense if I also clarified: remove drawback from rigs WITH THE EXCEPTION OF BUFFER RIGS!
This does a few things:
1) makes sense: obviously with buffers, you are either slapping more metal on your ship or thickening the "band" of shields around your ship, so...duh 2) conversely, adding a device to make nanobots repair faster or more efficiently is PROBABLY not adding a whole lot of mass to the ship; hell, it's something that could probably fit in your cargo bay. Same goes for any shield "device" which also makes shield repair more efficient. 3) My suggestion was in addition to a hybrid platform agility buff....a BIG ONE
Probably the best clarification I can provide is I'm trying to think of methods which allow Gallente to retain local rep bonuses. I do like the idea that armor repair actually works and would hate to see the bonus go. Fact of the matter is, in the grand scheme of things, local rep is simply a tool for the solo hermit. So who knows....
And to comment on your suggestions, I wouldn't mind seeing them at all, but if they were to be implemented, they are clearly bonuses to makeup for such a crappy weapons platform. I'd rather they just fix the turrets. |
Pinky Denmark
The Cursed Navy Tactical Narcotics Team
97
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Posted - 2012.01.30 15:28:00 -
[1834] - Quote
Something should be done to rigs for sure... I would suggest changing the velocity penalty to affect lock range, scan resolution, sensor strength or some of the other stats that are important, but not as crucial as ship velocity. But then this isn't the only issue with rigs tbh
Pinky |
Nagarythe Tinurandir
Catholic School for Boys EXPLO. KINETIK und ein wenig THERMAL
14
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Posted - 2012.01.30 16:18:00 -
[1835] - Quote
RackotPrime wrote:who is trolling now? Quote:change armor rig penalty as for agility, mass and sig - it's all different story
well, still you. because leaving out the essential part of your original trollpost does not detroll you. for example, original post: "you're quite good at trolling" later on quoted: "you're quite good" - how could you have gotten the idea of me calling you a troll?
;) and now i'm a troll too. yey.
rigs should be the last thing beeing brought into the balancing atm because: they open up a lot of possibilities which making the attempt of creating balance nearly impossible. one should balance ships, weapons (bringing projectiles back into line, making hybrids more desireable) and tanking first (aktive <-> passive - is there atm reason to fit something else than meta4 plates? or to use something smaller than 200mm?) should be quite a task.
once that is done one can look at rigging (and imps for that matter) again and do it without destroying the newly won balance.
funny fact: minmatar are the big success because they are "designed" to be versatile. people fill that lack of purpose with their own intentions and creativity, finding lots of viable setups just take the cane as the best example). maybe it should be explored how the other races could give more room for being creative and actually being rewarded for that with viable setups. without destroying the flavor of each race. |
Hamox
The Scope Gallente Federation
24
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Posted - 2012.01.30 21:29:00 -
[1836] - Quote
Guys, seriously, stop that brainstorming. You really think CCP is reading this? And if so, you really think CCP is going to implement something of this?
Try to post something more "realistic", where realistic means stuff that CCP will possibly implement the next few years, like: - 10% less minerals for Hybrid ammo so the ammo gets cheaper and so it can help Gallente becouse of those thousands of shoots that don't hit anything, at least you save some money now on ammo! - A few additional % range for Null so we have finally overpowered Gallente Frigs, then after a few weeks we Nerf Null massively to the state prior all of this changes! - 2% more PG for all Gallente ships so Die-Most will still have one unused high slot but that is the price for using good weapons i guess... - 5% more structure hitpoints for Gallente ships as a effective 3rd defense line (in case diemost needs some target help and has therefore crap armor). + 1,5% to Armor Kinetic Ressistance so Galllente can hold longer vs Tengu with nasty kinetic missles (Caldari is the main enemy for Gallente!). + 2% to Shield Kinetic Ressistance just to make sure the Armor idea vs Tangu works also for the shild Myrm with ACs
And as THE final passive bonus to Gallente to make the ships worth flying it: + 1 max locked target on AS and HACs This is even more awesome than cap free weapons, fastest ships, badass alpha and so on. Hey, you can now lock an additional target on a ship that you will never use for fleet combat... OK but I'm sure creative players will find a way to benefit from this on a 1on1 or a nice setup gate camp. It is up to you to use your creativity like Minmatar pilots do! Go out now and use it!
Ok I know, this suggestions do not fix Gallente, BUT: it is more likely that CCP implements this changes than everything you have suggested ;) |
Ninevite
Shiva Initiative Mercenaries
18
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Posted - 2012.01.30 23:55:00 -
[1837] - Quote
Hamox wrote:Guys, seriously, stop that brainstorming. You really think CCP is reading this? And if so, you really think CCP is going to implement something of this?
Try to post something more "realistic", where realistic means stuff that CCP will possibly implement the next few years, like: - 10% less minerals for Hybrid ammo so the ammo gets cheaper and so it can help Gallente becouse of those thousands of shoots that don't hit anything, at least you save some money now on ammo! - A few additional % range for Null so we have finally overpowered Gallente Frigs, then after a few weeks we Nerf Null massively to the state prior all of this changes! - 2% more PG for all Gallente ships so Die-Most will still have one unused high slot but that is the price for using good weapons i guess... - 5% more structure hitpoints for Gallente ships as a effective 3rd defense line (in case diemost needs some target help and has therefore crap armor). + 1,5% to Armor Kinetic Ressistance so Galllente can hold longer vs Tengu with nasty kinetic missles (Caldari is the main enemy for Gallente!). + 2% to Shield Kinetic Ressistance just to make sure the Armor idea vs Tangu works also for the shild Myrm with ACs
And as THE final passive bonus to Gallente to make the ships worth flying it: + 1 max locked target on AS and HACs This is even more awesome than cap free weapons, fastest ships, badass alpha and so on. Hey, you can now lock an additional target on a ship that you will never use for fleet combat... OK but I'm sure creative players will find a way to benefit from this on a 1on1 or a nice setup gate camp. It is up to you to use your creativity like Minmatar pilots do! Go out now and use it!
Ok I know, this suggestions do not fix Gallente, BUT: it is more likely that CCP implements this changes than everything you have suggested ;)
I am lol'ing hard because this is a very accurate assessment of what we will probably witness
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Nagarythe Tinurandir
Catholic School for Boys EXPLO. KINETIK und ein wenig THERMAL
14
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Posted - 2012.01.31 09:20:00 -
[1838] - Quote
Hamox wrote:Guys, seriously, stop that brainstorming. You really think CCP is reading this? And if so, you really think CCP is going to implement something of this?
Try to post something more "realistic", where realistic means stuff that CCP will possibly implement the next few years, like: - 10% less minerals for Hybrid ammo so the ammo gets cheaper and so it can help Gallente becouse of those thousands of shoots that don't hit anything, at least you save some money now on ammo! - A few additional % range for Null so we have finally overpowered Gallente Frigs, then after a few weeks we Nerf Null massively to the state prior all of this changes! - 2% more PG for all Gallente ships so Die-Most will still have one unused high slot but that is the price for using good weapons i guess... - 5% more structure hitpoints for Gallente ships as a effective 3rd defense line (in case diemost needs some target help and has therefore crap armor). + 1,5% to Armor Kinetic Ressistance so Galllente can hold longer vs Tengu with nasty kinetic missles (Caldari is the main enemy for Gallente!). + 2% to Shield Kinetic Ressistance just to make sure the Armor idea vs Tangu works also for the shild Myrm with ACs
And as THE final passive bonus to Gallente to make the ships worth flying it: + 1 max locked target on AS and HACs This is even more awesome than cap free weapons, fastest ships, badass alpha and so on. Hey, you can now lock an additional target on a ship that you will never use for fleet combat... OK but I'm sure creative players will find a way to benefit from this on a 1on1 or a nice setup gate camp. It is up to you to use your creativity like Minmatar pilots do! Go out now and use it!
Ok I know, this suggestions do not fix Gallente, BUT: it is more likely that CCP implements this changes than everything you have suggested ;)
you surely are one hell of an optimist. today is the last of january, we'll see if tallest comes up with something. after that there still is enough time to be pessimistic... |
Galphii
Furnulum pani nolo THE SPACE P0LICE
34
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Posted - 2012.01.31 10:21:00 -
[1839] - Quote
Tallest said a while back that the devs have been, and continue to read the forum, but as we don't work at CCP I'm sure they take all this under advisement. Less communications means they're probably working hard on implementing fixes, so I counsel patience.
Here's another way of looking at the hybrid problem, comparing them to turrets from other races:
Projectiles: * No cap use * Variable damage type, * Good falloff range for AC's * Excellent alpha for arty. * Reload time of 10 seconds
Lasers: * Substantial cap use * Locked into EM/therm damage * Excellent optimal for pulse * Good range for beam lasers, as well as ROF. * No reloading time
Hybrids should fit into the middle of this equation: * Low cap use (check!) * Good optimal and falloff for blasters, but neither stat should be as good as pulse lasers or AC's. The range boost would enable blaster-fit ships to be more effective without having to modify armour tanking as it currently stands for more speed or agility. Damage would be reduced from its current amount, and tracking would go down a little too, but would still be superior to pulse lasers because it's closer ranged, and AC's because they don't use cap, and can vary damage type. * Railguns should be in between beam lasers and artillery in terms of ROF and alpha, and damage needs to be improved for medium and large rails from their current levels (5-10%). PG demands of medium and large rails should be checked to ensure they are comparible to beam and arty platforms like the zealot and apoc. * Reduce the granularity of range options for hybrid ammo, and give the option for 80/20, 50/50 and 20/80 on kinetic/thermal damage as was mentioned previous in this thread, thus providing *some* damage variation. * Reloading time is 5 seconds, a good middle-ground. (check!) * Null ammo would be range-nerfed to keep its current range based on the new baseline range for hybrid ammo.
I don't think armour plates or rigs should be touched, as 'fixing' them for Gallente also benefits Amarr, and they're working pretty well at the moment. Just my 2 cents. Peace. |
Nikuno
Atomic Heroes The G0dfathers
45
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Posted - 2012.01.31 11:14:00 -
[1840] - Quote
Galphii wrote:Tallest said a while back that the devs have been, and continue to read the forum, but as we don't work at CCP I'm sure they take all this under advisement. Less communications means they're probably working hard on implementing fixes, so I counsel patience.
Here's another way of looking at the hybrid problem, comparing them to turrets from other races:
Projectiles: * No cap use * Variable damage type, * Good falloff range for AC's * Excellent alpha for arty. * Reload time of 10 seconds
Lasers: * Substantial cap use * Locked into EM/therm damage * Excellent optimal for pulse * Good range for beam lasers, as well as ROF. * No reloading time
Hybrids should fit into the middle of this equation: * Low cap use (check!) * Optimal sub-laser, falloff sub-projectile; combined sub-both (unless Caldari boat, then damage sub-both) * Railguns should be in between beam lasers and artillery in terms of ROF and alpha. Where does it state that rails should again be mediocre? * Reduce the granularity of range options for hybrid ammo, and give the option for 80/20, 50/50 and 20/80 on kinetic/thermal damage as was mentioned previous in this thread, thus providing *some* damage variation. * Reloading time is 5 seconds, a good middle-ground. (check!) * Null ammo would be range-nerfed to keep its current range based on the new baseline range for hybrid ammo.
I don't think armour plates or rigs should be touched, as 'fixing' them for Gallente also benefits Amarr, and they're working pretty well at the moment. Just my 2 cents. Peace.
Tweaked your post.
Given the massive predominance of Minmatar ships, I have no objection to Amarr ships getting a little love as part of a rig change. Ideally all 4 races should have something to offer a fleet. If that meant Gallente excelled at frigate level action, while Minmatar dominated battlecruiser levels, Amarr dominated medium range BS levels and Caldari dominated long range BS levels, then at least we'd have variety. All races should have valid T2 variations at all levels. Close range BS are unlikely to make much of a return in force any time soon simply because of the overwhelming advantage of going for the mid ranged option with BS being so slow.
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Galphii
Furnulum pani nolo THE SPACE P0LICE
34
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Posted - 2012.01.31 13:22:00 -
[1841] - Quote
Nikuno wrote: Tweaked your post.
Some fine tweaking there. The thing with making railguns in-between beams and arty is that the choice seems to be between alpha and ROF. Personally I'm fine if rails are basically identical to arty, but it makes sense to have more variation between weapons. Certainly the dominance of alpha (and matari artillery boats) would dictate that beams and rails should be the same in order to compete - perhaps having rails do more damage but having a higher rate of fire and less alpha is the way to go, but I'm pretty sure I just wrote that earlier. |
Shmekla
LDK Test Alliance Please Ignore
2
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Posted - 2012.01.31 14:57:00 -
[1842] - Quote
tEcHnOkRaT wrote:its agility and acceleration, what blaster ships need now Ah, here come at last:) Completely agree. As mentioned in various post of this topics it's not enough to tune only guns. we must look in whole concept of hybrid ships. I will not repeat myself, but agility and acceleration is what needed for hybrid platforms. Small ok, but medium and large requiring complex tuning.
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Hamox
The Scope Gallente Federation
24
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Posted - 2012.01.31 23:30:00 -
[1843] - Quote
Nagarythe Tinurandir wrote: you surely are one hell of an optimist. today is the last of january, we'll see if tallest comes up with something. after that there still is enough time to be pessimistic...
How much time is left till February? ;)
Edit: I guess we will take EVE time zone, right? OK then 27 minutes to go. I'm sooo excited what might come up the next few minutes! :) |
tEcHnOkRaT
Aliastra Gallente Federation
19
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Posted - 2012.02.01 04:15:00 -
[1844] - Quote
Hamox wrote:Nagarythe Tinurandir wrote: you surely are one hell of an optimist. today is the last of january, we'll see if tallest comes up with something. after that there still is enough time to be pessimistic...
How much time is left till February? ;) Edit: I guess we will take EVE time zone, right? OK then 27 minutes to go. I'm sooo excited what might come up the next few minutes! :)
there is an infinit number of januarys in the future |
thoth rothschild
First Aid Emergency Service
67
|
Posted - 2012.02.01 08:50:00 -
[1845] - Quote
tEcHnOkRaT wrote:Hamox wrote:Nagarythe Tinurandir wrote: you surely are one hell of an optimist. today is the last of january, we'll see if tallest comes up with something. after that there still is enough time to be pessimistic...
How much time is left till February? ;) Edit: I guess we will take EVE time zone, right? OK then 27 minutes to go. I'm sooo excited what might come up the next few minutes! :) there is an infinit number of januarys in the future
I thought the world is ending on dec 21st. 2012. You destroyed my view of the world entirely :( |
Nagarythe Tinurandir
Catholic School for Boys EXPLO. KINETIK und ein wenig THERMAL
14
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Posted - 2012.02.01 12:49:00 -
[1846] - Quote
Hamox wrote:Nagarythe Tinurandir wrote: you surely are one hell of an optimist. today is the last of january, we'll see if tallest comes up with something. after that there still is enough time to be pessimistic...
How much time is left till February? ;) Edit: I guess we will take EVE time zone, right? OK then 27 minutes to go. I'm sooo excited what might come up the next few minutes! :)
since it is officially february (even in eve time), you shall be granted the right to be overly pessimistic ;P your sarkasm and irony are refreshing. you may keep that, too. no really, its on the house ;) time to rant, i guess? but then, after 90 pages one is surely past the point of ranting....
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Archare
SKEET ELITE Sk33t Fl33t
69
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Posted - 2012.02.01 13:47:00 -
[1847] - Quote
Nagarythe Tinurandir wrote:Hamox wrote:Nagarythe Tinurandir wrote: you surely are one hell of an optimist. today is the last of january, we'll see if tallest comes up with something. after that there still is enough time to be pessimistic...
How much time is left till February? ;) Edit: I guess we will take EVE time zone, right? OK then 27 minutes to go. I'm sooo excited what might come up the next few minutes! :) since it is officially february (even in eve time), you shall be granted the right to be overly pessimistic ;P your sarkasm and irony are refreshing. you may keep that, too. no really, its on the house ;) time to rant, i guess? but then, after 90 pages one is surely past the point of ranting.... Waiting for another post of top 20 from eve-kill... then more questions requesting responses from the man with above average.... height. |
Hamox
The Scope Gallente Federation
24
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Posted - 2012.02.01 22:43:00 -
[1848] - Quote
Nagarythe Tinurandir wrote:since it is officially february (even in eve time), you shall be granted the right to be overly pessimistic ;P your sarkasm and irony are refreshing. you may keep that, too. no really, its on the house ;) time to rant, i guess? but then, after 90 pages one is surely past the point of ranting....
Hmmm, now that I'm allowed to be a pessimist I don't like anymore. Let's be an optimist and find 3 positive reasons why propably we have no post from Tallest: 1. Maybe Tallest has posted in time but has been ganked by the forum, happens now and then :P 2. Maybe he can travel back in time and will post soon in January 2012! 3. Maybe he plans a big surprise for us and prepares an epic happy end? |
tEcHnOkRaT
Aliastra Gallente Federation
19
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Posted - 2012.02.02 05:17:00 -
[1849] - Quote
Hamox wrote: 2. Maybe he can travel back in time and will post soon in January 2012!
nah time travel works only in movies
and i hope we are not some part of a huge movie setup here |
Tanya Powers
Science and Trade Institute Caldari State
856
|
Posted - 2012.02.02 10:24:00 -
[1850] - Quote
Pinky Denmark wrote:Something should be done to rigs for sure... I would suggest changing the velocity penalty to affect lock range, scan resolution, sensor strength or some of the other stats that are important, but not as crucial as ship velocity. But then this isn't the only issue with rigs tbh
Pinky
Not scan resolution tbh, gallente are already slow at targeting as they are at moving, you can get insta poped by a gang or arty Tornados before you can ever target one of those.
Megathron with 2 sebos scripted scan resolution goes around 250 res, Arty Tornado 750. Do you see the difference? |
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Nagarythe Tinurandir
Catholic School for Boys EXPLO. KINETIK und ein wenig THERMAL
14
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Posted - 2012.02.02 12:29:00 -
[1851] - Quote
Hamox wrote:Nagarythe Tinurandir wrote:since it is officially february (even in eve time), you shall be granted the right to be overly pessimistic ;P your sarkasm and irony are refreshing. you may keep that, too. no really, its on the house ;) time to rant, i guess? but then, after 90 pages one is surely past the point of ranting....
Hmmm, now that I'm allowed to be a pessimist I don't like anymore. Let's be an optimist and find 3 positive reasons why propably we have no post from Tallest: 1. Maybe Tallest has posted in time but has been ganked by the forum, happens now and then :P 2. Maybe he can travel back in time and will post soon in January 2012! 3. Maybe he plans a big surprise for us and prepares an epic happy end?
if he could travel back in time, the post should be here already. only he would know he travelled back. this leaves us with the possibilities: 1. his new hybrid changes anger somehow the mighty, badass a.i. which controls eve gate and only flies winmatar kiting ships, so his posts get ganked all the time 2. he is currently reinventing the eve combat system and its math.
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Kahz Niverrah
Viziam Amarr Empire
182
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Posted - 2012.02.02 12:48:00 -
[1852] - Quote
You guys are like a teenager getting stood up the night of the prom, trying to rationalize how something must have happened to your date. I don't always post on the forums, but when I do, I post with my main. |
tEcHnOkRaT
Aliastra Gallente Federation
19
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Posted - 2012.02.02 15:30:00 -
[1853] - Quote
it seems everything is working as intended and now hush u go, complete ur training on minmatar and after that u can train amar the rest is for the numbers
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MeBiatch
Republic University Minmatar Republic
186
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Posted - 2012.02.02 15:40:00 -
[1854] - Quote
Kahz Niverrah wrote:You guys are like a teenager getting stood up the night of the prom, trying to rationalize how something must have happened to your date.
LMAO! |
Pinky Denmark
The Cursed Navy Tactical Narcotics Team
97
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Posted - 2012.02.02 16:35:00 -
[1855] - Quote
Tanya Powers wrote:Pinky Denmark wrote:Stuff Not scan resolution tbh, gallente are already slow at targeting as they are at moving, you can get insta poped by a gang or arty Tornados before you can ever target one of those. Megathron with 2 sebos scripted scan resolution goes around 250 res, Arty Tornado 750. Do you see the difference?
I'm trying not to be rude but at the same time I'm hungry... If you compare the scan resolution from a BATTLESHIP class SHORT RANGE vessel designed to require dedicated tacklers with a recently introduced MEDIUM sized ship with RETARDEDLY OVERPOWERED and PREBUFFED stats as an argument to something I vaguely suggested you are doing it wrong.
But as said it was only a vague suggestion. It still has to be a drawback and if you are armor tanking you can just fit sensor boosters. How much will the draw back on scan resolution be for 3 x rigs with the above suggestion? 30% before skills? 15% with maxed skills? Does the drawback stack so it's closer to 12,5%? Anyway you'll notice the lack of speed a lot, but I doubt scan resolution will matter a lot for most armor tankers...
Especially if CCP realize how much Minmatar need to have slower acceleration and worse agility.
Pinky |
Nikuno
Atomic Heroes The G0dfathers
45
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Posted - 2012.02.03 14:39:00 -
[1856] - Quote
http://www.eveonline.com/devblog.asp?a=blog&nbid=3407
Interesting stats there from CCP.
Highest production for frigate? Minmatar > Caldari Highest production for destroyer? Minmatar > Gallente Highest production for cruiser? Minmatar > Caldari Highest production for battlecruiser? Caldari > Minmatar Highest production for battleship? Minmatar > Amarr
If production figures combined with killboard stats of -
RankShipsKills 1Drake12681 2Hurricane7160 3Oracle5858 4Maelstrom5741 5Tengu5374 6Tornado5336 7Sabre2322 8Naga1952 9Cynabal1825 10Abaddon1824 11Scimitar1788 12Rokh1652 13Rifter1636 14Hound1626 15Thrasher1578 16Manticore1444 17Sleipnir1376 18Rapier1335 19Capsule1308 20Vagabond1269
- don't point convincingly to an overpowered Minmatar problem then I really have no idea what people require to comprehend this. If you combine the production ratios with the destroyed ratios from the stat devblog then you'll also notice that not only are Minmatar ships outproducing Gallente, but they're out-surviving them too by a hefty margin, close to 50% better survivability on those stats.
So, tl;dr - Gallente kill less than Minmatar, die more often than Minmatar, and consequently are produced less presumably due to lack of popularity through their many and continuing failings. If the players see this, why doesn't CCP? Or if CCP does see this why hasn't Tallest communicated how he sees this being resolved?
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Kahz Niverrah
Viziam Amarr Empire
182
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Posted - 2012.02.03 15:13:00 -
[1857] - Quote
Nikuno wrote:Or if CCP does see this why hasn't Tallest communicated how he sees this being resolved? We may have passed the point of no return, in CCPs eyes. So many players have migrated to Matari that a nerf at this point would generate a whine so loud it would pierce Jesus' eardrums. I don't think a drastic nerf is really needed to bring things in line, though. Restricting projectile damage to kin/exp would go a long way to promoting the use of other weapons systems. I don't always post on the forums, but when I do, I post with my main. |
thoth rothschild
First Aid Emergency Service
67
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Posted - 2012.02.03 15:27:00 -
[1858] - Quote
i think they are done with gallente and now focus on the issues listed in the csm minutes and the fan fest. |
Nikuno
Atomic Heroes The G0dfathers
45
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Posted - 2012.02.03 17:20:00 -
[1859] - Quote
Right now I'd say give medium blasters a base 1.5km optimal boost and blasters are sorted. The ships are still an issue for time-to-target and I still think that a combination of tweaking ship speed/agility a little more and/or changing the penalty to armour rigs is the way to address this.
I still think rails, large and medium, are languishing - I also believe that the mistake of giving these to caldari and gallente with contrasting bonuses will continue to render them ineffective. |
tEcHnOkRaT
Aliastra Gallente Federation
19
|
Posted - 2012.02.03 17:31:00 -
[1860] - Quote
yep they are done with galente so now everyone train minmatar and amar :)
or wait another 5 years till they try to fix galente again
how very exiting
or u can go to the fanfest and trow some shoes at devs, and scream galenete murders |
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