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Author |
Thread Statistics | Show CCP posts - 3 post(s) |
stardog Arkaral
Warrior of the One
6
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Posted - 2015.07.07 01:45:32 -
[691] - Quote
OMG Finally something for my tengu... |
bassy nook
Sebiestor Tribe Minmatar Republic
0
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Posted - 2015.07.07 02:26:25 -
[692] - Quote
afkalt wrote:CPU feels high for missile boats which are CPU limited - especially given the cost of a PWNAGE by compare.
Are you going to look at the phoon(s)? They the one hull class I'm worried about abusing these mods. It'll be a murder machine of little compare.
Gods, leave the Minmatar ships alone. Everyone poopoos the ships but for some reason people always join the battle-cry " nerf the minmatar, they're too ugly!".
Wait and see how the patches work out please. |
afkalt
Republic Military School Minmatar Republic
1607
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Posted - 2015.07.07 05:55:42 -
[693] - Quote
bassy nook wrote:afkalt wrote:CPU feels high for missile boats which are CPU limited - especially given the cost of a PWNAGE by compare.
Are you going to look at the phoon(s)? They the one hull class I'm worried about abusing these mods. It'll be a murder machine of little compare. Gods, leave the Minmatar ships alone. Everyone poopoos the ships but for some reason people always join the battle-cry " nerf the minmatar, they're too ugly!". Wait and see how the patches work out please.
Don't worry, they have went from questionable to about the only ship getting any use out of these. |
Shing Thsu
hirr Northern Coalition.
4
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Posted - 2015.07.07 07:44:49 -
[694] - Quote
So CCP RISE tell us, is this a big nerf to all misile boats ?
since u dudes came up with new misle mods but u havent add any freee slots to any misile boats so if ppl will like to put em on their ship, its gona be quite a big nerf to tank/speed/agility/... for example caldari ships are all slow and most of em are shield tanked with a hole in resistance, cant imagine how cerb fitted with these new mods will perform.
So CCP RISE are there any comparisms with old misile ships setups and misile boats with these new mods fitted ?
(PS: as usual no answear is also answear :p)
For all grammar n.a.z.i and likes n.a.z.i one word: nasra+Ñ !
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Shing Thsu
hirr Northern Coalition.
4
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Posted - 2015.07.07 07:47:22 -
[695] - Quote
SirSoda Dominic wrote:Hanazava Karyna wrote:Now we need only some effective EWAR that works on missiles. smart bombs
ecm burst should do that, like from 5 misiles only 4 or 3 will hit u, solved
For all grammar n.a.z.i and likes n.a.z.i one word: nasra+Ñ !
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Matou83
WHITE FLAG. The Bastion
0
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Posted - 2015.07.07 09:18:01 -
[696] - Quote
hey serisously ccp you very ******** for nerf ishtar.... the ishtar base is very low middle dps and you need to tank armor ? Hey **** you!!!! if you continue to nerf her we'll all go on flying dangerous or starcitizen
Cordialement |
Delt0r Garsk
Shits N Giggles
406
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Posted - 2015.07.07 09:58:36 -
[697] - Quote
Torps on bombers is far more common than bombs. Just read the killboards. It is a fact.
10-50 bombers + a Rapier kills just about anything in just a few torp launcher cycles. Some bombers have paint, but a dual webbing+ painting Rapier means even frigates pop fast. I don't even use damage application rigs on my bombers.
You get 500DPS out of a bomber (3-4k alpha) and that is all applied to BS and still pretty well applied to cruisers and up. Oh and a +50km range.
As for the changes. Yea these mods need to be stacking penalized, but at the some time i think some buffs on stats are needed so they are worth it.
Death and Glory!
Well fun is also good.
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Dave Stark
7503
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Posted - 2015.07.07 10:19:35 -
[698] - Quote
Kamahl Daikun wrote:Dave Stark wrote:Kamahl Daikun wrote:Even Bombers don't use Torps. uhh, yeah they do. Can't remember the last time I was flying in Null and thought to myself "Better watch out for those bomber torps!"
funfact: not all pvp happens in null. |
Azure Rayl
Hedion University Amarr Empire
29
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Posted - 2015.07.07 10:26:34 -
[699] - Quote
So do these new missile modules stack with flare/rigor rigs? |
afkalt
Republic Military School Minmatar Republic
1607
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Posted - 2015.07.07 10:53:15 -
[700] - Quote
Delt0r Garsk wrote:Torps on bombers is far more common than bombs. Just read the killboards. It is a fact.
10-50 bombers + a Rapier kills just about anything in just a few torp launcher cycles. Some bombers have paint, but a dual webbing+ painting Rapier means even frigates pop fast. I don't even use damage application rigs on my bombers.
You get 500DPS out of a bomber (3-4k alpha) and that is all applied to BS and still pretty well applied to cruisers and up. Oh and a +50km range.
As for the changes. Yea these mods need to be stacking penalized, but at the some time i think some buffs on stats are needed so they are worth it.
To be fair, 10-50 ANYTHING + rapier kills just about anything non capital pretty damned quickly. Even projectile ships |
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Levi Belvar
Republic Military School Minmatar Republic
1
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Posted - 2015.07.07 11:07:12 -
[701] - Quote
Tracking Disruptors should not effect a missile, Missiles need to find a target and lock it then launch. TD's should only effect turret based systems be it on a transverse path or stationary/moving tracking a moving ship into the crosshairs / firezone the instant fire and hit weapon systems.
Missiles ewar needs to be revised to have either Chaff / flare or Anti Missile System like close in very fast autocannons / Rapid AC's / Hybrid Rapid Flares.
I dont like or dislike the new mods but with them being added without a ship/s in mind i can only see it causing the nerf bat being released and then current caldari ships being rebalanced again.
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Swan Marsh
Planetary Research and Investments
0
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Posted - 2015.07.07 11:27:41 -
[702] - Quote
always thought a counter to missiles was EMC |
afkalt
Republic Military School Minmatar Republic
1607
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Posted - 2015.07.07 11:48:43 -
[703] - Quote
The storage vendor? |
Elisk Skyforge
Night Raven Task Force
79
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Posted - 2015.07.07 12:12:39 -
[704] - Quote
Missile flight time doesnt seem to have been added yet on Tranquility with both enhancers and computers or was it removed without announcement ? |
Matt Faithbringer
Red Horde Rising
6
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Posted - 2015.07.07 12:20:10 -
[705] - Quote
Chance Ravinne wrote:This is a great suggestion, and might make balancing these variables easier, instead of tying them together. probag Bear wrote:Mario Putzo wrote:However i would take it one step further and actually just remove the Range benefit entirely to a second module. To me it seems like an unneeded adjustment for 1, and is probably the reason these modules look wonky numbers wise compared to TC's and TE's. This would give us 1 module type with the following.
7.5% ER and 7.5% EV
Scripted either 15% ER and 7.5% EV (100% increase to ER script) 7.5% ER and 15% EV (100% increase to EV script)
This allows a player to option between the 2 application variables depending on the nature of the engagement.
Is the target being measured in the Sig/ER calculation, use the ER script Is the target being measured in the Speed/EV calculation, use the EV script.
This functions much more closely to TCs and TEs. In the sense
ER is your Missiles Optimal Range, the smaller the better - The smaller the explosion radius the more likely a target is going to be hit by the "shockwave" caused by the missile compared to TC the larger your optimal range, the more likely you are to score a hit vs a target EV is your Missiles Tracking Speed. the larger the better - The faster the "shockwave" moves the more likely a target is going to take damage inside the radius. compared to TC the faster your tracking speed the more likely you are to score a more direct hit vs a target. This man has a great point that I can't believe no one's thought of so far. Tracking computers don't increase absolute range, they increase effective range for the purposes of damage application. Let's say you have a turret with a range-scripted TC that hits for 110 at 50km and 80 at 100km. If you turn off the TC, you now hit for 100 at 50km and 50 at 100km. You don't hit for 0 at 100km, you just hit for less. Missiles do not and can not work the same way. Either they hit targets at a certain range for full damage, or they hit for 0 damage. "Range" is far from the same concept for both weapon systems. Take missile range out of MGEs and MGTs. It's only causing problems right now.
Dear Mr. Torpedo delivery agent and CSM representative, please stop top posting. It's driving me mad. |
Sobaan Tali
Caldari Quick Reaction Force
482
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Posted - 2015.07.07 12:54:16 -
[706] - Quote
Elisk Skyforge wrote:Missile flight time doesnt seem to have been added yet on Tranquility with both enhancers and computers or was it removed without announcement ?
Oh, good! It just keeps getting better, doesn't it? Missile flight time is indeed absent from the attributes pages of both modules. Because we needed that one too, right?
"Tomahawks?"
"----in' A, right?"
"Trouble is, those things cost like a million and a half each."
"----, you pay me half that and I'll hump in some c4 and blow the ---- out of it my own damn self."
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afkalt
Republic Military School Minmatar Republic
1607
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Posted - 2015.07.07 13:00:39 -
[707] - Quote
Sobaan Tali wrote:Elisk Skyforge wrote:Missile flight time doesnt seem to have been added yet on Tranquility with both enhancers and computers or was it removed without announcement ? Oh, good! It just keeps getting better, doesn't it? Missile flight time is indeed absent from the attributes pages of both modules. Because we needed that one too, right?
It reads more like a symptom (badly written) of the fact half the new stuff isn't seeded.
CCP Phantom wrote:Known issues- Hecate Traits text has lines that are out of order
- Gallente Tactical Destroyer skillbook has not been seeded
- Missile Guidance Computer I Blueprint has not been seeded
- Missile Precision Script Blueprint and Missile Range Script Blueprint has not been seeded
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Frostys Virpio
KarmaFleet Goonswarm Federation
1986
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Posted - 2015.07.07 13:13:26 -
[708] - Quote
afkalt wrote:Sobaan Tali wrote:Elisk Skyforge wrote:Missile flight time doesnt seem to have been added yet on Tranquility with both enhancers and computers or was it removed without announcement ? Oh, good! It just keeps getting better, doesn't it? Missile flight time is indeed absent from the attributes pages of both modules. Because we needed that one too, right? It reads more like a symptom (badly written) of the fact half the new stuff isn't seeded. CCP Phantom wrote:Known issues- Hecate Traits text has lines that are out of order
- Gallente Tactical Destroyer skillbook has not been seeded
- Missile Guidance Computer I Blueprint has not been seeded
- Missile Precision Script Blueprint and Missile Range Script Blueprint has not been seeded
Precision script and range script are only that, script. For all we know, they decided to only add missile speed and slash off the flight time because :reasons:. If they upped the velocity bonus to counter the potential removal of flight time, i'd be happy. Adding application delay to missile is just be stupid anyway. |
afkalt
Republic Military School Minmatar Republic
1608
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Posted - 2015.07.07 13:20:02 -
[709] - Quote
Indeed, I guess we'll find out when the deployment successfully re-completes tomorrow :) |
epicurus ataraxia
Z3R0 Return Mining Inc. Illusion of Solitude
1743
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Posted - 2015.07.07 16:42:54 -
[710] - Quote
Oh dear God! Could we please just once, when a bonus is offered, not have it taken back with both hands? It was nice to see 5% on heavy missiles, but no, not to be, lets stack missile application Rigs to make the things even more bloody useless. The trolling from CCP is getting way beyond a joke!
There is one EvE. Many people. Many lifestyles. WE are EvE
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Arthur Aihaken
Perkone Caldari State
4494
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Posted - 2015.07.07 17:08:18 -
[711] - Quote
Quote:"The bonuses from missile guidance modules and missile rigs to explosion radius and explosion velocity are now stacking penalized." And the hits just keep on coming... -10 for this whole missile "balance" package. Have we not previously established that CCP Fail completely sucks when it comes to any kind of balance?
I am currently away, traveling through time and will be returning last week.
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Stitch Kaneland
Tribal Liberation Force Minmatar Republic
370
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Posted - 2015.07.07 17:51:31 -
[712] - Quote
epicurus ataraxia wrote:Oh dear God! Could we please just once, when a bonus is offered, not have it taken back with both hands? It was nice to see 5% on heavy missiles, but no, not to be, lets stack missile application Rigs to make the things even more bloody useless. The trolling from CCP is getting way beyond a joke!
Maybe this is CCP's way of saying they can not make a missile TD. So they're purposely dumbing down the new mods and fixing the stacking penalty.
Then in a couple months, there will be no new announcements on missile TD, and it will be forgotten. Which tbh is fine. Damps/ECM are already effective counters. Yes there are FoF missiles, but they are hilariously ineffective unless there is only a single griffin/maulus on field hugging you, with no drones out. Dont even get me started on needing to reload to FoF on a rapid launcher.
Face it, missiles are not immune to the same fitting/stacking penalties as turrets and their rigs. And its easy insurance to prevent HML spam from making a comeback by having a 3 rigor drake with some MTE's in its lows and not having stacking penalties in the rigs.
Give Battlecruisers range to fullfil their Anti-Cruiser role
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Mario Putzo
1494
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Posted - 2015.07.07 19:37:53 -
[713] - Quote
Post nerf nerf? No more missile flight time or am I missing something?
LOOOL.
Get yer **** together CCP.
But because I like repeating myself.
Drop the Missile Range Bonus, it is not equatable to Optimal Range. Actually you know what. Invite me to Iceland for the weekend, and I will balance these mods Saturday morning, and you can buy me steak Saturday night. |
Dave Stark
7504
|
Posted - 2015.07.08 05:29:19 -
[714] - Quote
afkalt wrote:Indeed, I guess we'll find out when the deployment successfully re-completes tomorrow :)
to avoid such embarrassments, perhaps CCP should invest in setting up an additional server purely for testing things. maybe even open it up to the players. "two heads are better than one".
oh, wait.... |
afkalt
Republic Military School Minmatar Republic
1611
|
Posted - 2015.07.08 07:07:07 -
[715] - Quote
Dave Stark wrote:afkalt wrote:Indeed, I guess we'll find out when the deployment successfully re-completes tomorrow :) to avoid such embarrassments, perhaps CCP should invest in setting up an additional server purely for testing things. maybe even open it up to the players. "two heads are better than one". oh, wait....
Sorry, the missiles were too overpowered to even be released there at all. It would have been the end of days. Apparently. |
Matt Faithbringer
Red Horde Rising
7
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Posted - 2015.07.08 07:23:39 -
[716] - Quote
Would be nice to get some dev post explaining missing flight time, new stacking penalties not being in patch notes and this whole clusterfuck in general. That you need one more slot to get the same application. Like missiles were OP... but I'm being naive here, we won't see dev post in this thread again |
Caleb Seremshur
Gladiators of Rage RAZOR Alliance
572
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Posted - 2015.07.08 07:57:46 -
[717] - Quote
Did everyone forget that devblog where the mentioned they were going to add (penalties) to ALL rigs as they reviewed them?
Stacking penalties were an inevitability based on that public statement.
Veteran and solo/small gang PVP advocate.
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afkalt
Republic Military School Minmatar Republic
1612
|
Posted - 2015.07.08 08:13:54 -
[718] - Quote
Caleb Seremshur wrote:Did everyone forget that devblog where the mentioned they were going to add (penalties) to ALL rigs as they reviewed them?
Stacking penalties were an inevitability based on that public statement.
But they didn't review these rigs. In fact they didn't even MENTION THEM in the blog or this damned thread.
If one assumes they were balanced before (I don't think I've seen anyone say they were broken before), adding a penalty without a corresponding balance pass OR an explanation as to why the nerf happened, is flat out sloppy.
This set of changes has been handled particularly badly, the mods are a half arsed after thought - it's plain as day they've not read the feedback and they CANNOT have had good feedback from sisi because the mods never made it in properly before they were nerfed.
The communication and lack of transparency around these changes has been absolutely **** poor.
We have basically got global issues with missiles and they've been nerfed instead of helped.
Whilst, yes there are a couple of hulls which MIGHT benefit from these mods, they were the few that were already mostly viable.
You know, I don't even care that they nerfed everything, it's the lack of feedback as to WHY an already widely acknowledged under performing system as a whole, needed to be weakened further. It's the lack of feedback about why this mod and this mod only demands to be balanced beside turret percentages. It's the lack of feedback about why the fitting cost is so high when in 99% of cases, a PWNAGE is better, gang assist AND easier to fit.
The whole thing is pretty shameful. |
Matt Faithbringer
Red Horde Rising
7
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Posted - 2015.07.08 08:14:54 -
[719] - Quote
Caleb Seremshur wrote:Did everyone forget that devblog where the mentioned they were going to add (penalties) to ALL rigs as they reviewed them?
Stacking penalties were an inevitability based on that public statement.
All rigs?? So they will make trimarks stacking penalized? ****. That will seriously **** over some fits.
PS: and **** that language filter. |
Cartheron Crust
Matari Exodus The Camel Empire
178
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Posted - 2015.07.08 09:16:05 -
[720] - Quote
Matt Faithbringer wrote:Caleb Seremshur wrote:Did everyone forget that devblog where the mentioned they were going to add (penalties) to ALL rigs as they reviewed them?
Stacking penalties were an inevitability based on that public statement. All rigs?? So they will make trimarks stacking penalized? ****. That will seriously **** over some fits. PS: and **** that language filter.
Good. Less EHP = more stuff dies.
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