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Author |
Thread Statistics | Show CCP posts - 8 post(s) |
Lugh Crow-Slave
2296
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Posted - 2016.04.26 08:31:12 -
[61] - Quote
Rek Seven wrote:Finally what too so?
I don't know about the others but the Moros simply does not have enough pg, to make any good fits using the new mods.
The mass of all dreads needs to be reduced so that the additional mass added from plates does not mess up wormhole travel.
Wh mass should be changing iirc
Citadel worm hole tax
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Lugh Crow-Slave
2296
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Posted - 2016.04.26 08:33:08 -
[62] - Quote
Postman wrote:Jarnis McPieksu wrote:PinkKnife wrote:Any plans to adjust the Moros' ridiculous range advantage? Or to make XL rails/Beams worth a damn?
I don't mind the bonus changes, but if you're rebalancing the weapon systems, the lack of purpose for the longer range turrets needs to be looked at. With Scorch reaching out to 100km, there's literally no reason to run Beams. Not that there was much of one to start with.
Also, Moros reaching out to 80km is absurd. Ooo, you will be surprised. LR guns may turn out to be actually useful. Because of nanocarriers / nanoFAXes. No joke. Capital prop mods -> carriers doing 1000m/s. Oh, you sieged? We'll just kite you to 200km and send out these fighter clouds of doom at you while you sit still there and play with your short range guns. Carriers can actually target and engage well over 10000km away. Sure it will take forever for the fighters to reach the target but with a static non moving object like a dread this matters little. Even more so for Citadels and POS. It will take more tackle support then ever and a lot of relocating to counter this.
Umm carriers can't really hurt dreads or structures and even if your fighters lived long enough to make that trip over half of your dps is limited to 8 shots then you need to fly them all the way back.
The effective range for a carrier is about 80-90km
Citadel worm hole tax
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Morrigan LeSante
Black Omega Security The OSS
1381
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Posted - 2016.04.26 08:41:47 -
[63] - Quote
Postman wrote:Jarnis McPieksu wrote:PinkKnife wrote:Any plans to adjust the Moros' ridiculous range advantage? Or to make XL rails/Beams worth a damn?
I don't mind the bonus changes, but if you're rebalancing the weapon systems, the lack of purpose for the longer range turrets needs to be looked at. With Scorch reaching out to 100km, there's literally no reason to run Beams. Not that there was much of one to start with.
Also, Moros reaching out to 80km is absurd. Ooo, you will be surprised. LR guns may turn out to be actually useful. Because of nanocarriers / nanoFAXes. No joke. Capital prop mods -> carriers doing 1000m/s. Oh, you sieged? We'll just kite you to 200km and send out these fighter clouds of doom at you while you sit still there and play with your short range guns. Carriers can actually target and engage well over 10000km away. Sure it will take forever for the fighters to reach the target but with a static non moving object like a dread this matters little. Even more so for Citadels and POS. It will take more tackle support then ever and a lot of relocating to counter this.
Your name is ironic because real post would arrive BEFORE fighters over those ranges. |
Alpheias
Euphoria Released WE FORM V0LTA
8992
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Posted - 2016.04.26 08:50:41 -
[64] - Quote
Morrigan LeSante wrote:Postman wrote:Jarnis McPieksu wrote:PinkKnife wrote:Any plans to adjust the Moros' ridiculous range advantage? Or to make XL rails/Beams worth a damn?
I don't mind the bonus changes, but if you're rebalancing the weapon systems, the lack of purpose for the longer range turrets needs to be looked at. With Scorch reaching out to 100km, there's literally no reason to run Beams. Not that there was much of one to start with.
Also, Moros reaching out to 80km is absurd. Ooo, you will be surprised. LR guns may turn out to be actually useful. Because of nanocarriers / nanoFAXes. No joke. Capital prop mods -> carriers doing 1000m/s. Oh, you sieged? We'll just kite you to 200km and send out these fighter clouds of doom at you while you sit still there and play with your short range guns. Carriers can actually target and engage well over 10000km away. Sure it will take forever for the fighters to reach the target but with a static non moving object like a dread this matters little. Even more so for Citadels and POS. It will take more tackle support then ever and a lot of relocating to counter this. Your name is ironic because real post would arrive BEFORE fighters over those ranges.
But for deliveries on time, I wouldn't rely on the postal services.
Agent of Chaos, Sower of Discord.
Don't talk to me unless you are IQ verified and certified with three references from non-family members. Please have your certificate of authenticity on hand.
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Morrigan LeSante
Black Omega Security The OSS
1381
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Posted - 2016.04.26 09:06:25 -
[65] - Quote
I wouldn't relay on fighters either mate
Point blank FTW (or the minnie carriers) |
Lugh Crow-Slave
2296
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Posted - 2016.04.26 09:10:47 -
[66] - Quote
Morrigan LeSante wrote:I wouldn't relay on fighters either mate Point blank FTW (or the minnie carriers)
Dreads are better than carriers in almost every way. Carriers look like they were pre-nerffed hopefully this means there will be number tweaking between now and summer
Citadel worm hole tax
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Terrorfrodo
Renegade Hobbits for Mordor
733
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Posted - 2016.04.26 09:26:47 -
[67] - Quote
I don't know how bad the new Revelation is really going to be... but remember that the Rev was by far the best dread for many years until the last major rebalancing. I guess that is the reason why CCP has no problem with it being the weakest dread for a few more years. Eventually there will be another rebalance that will make the Moros suck again and the Rev superior ;)
Lesson is: Just train all dreads to V, then you don't have to care :p
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Vibiana
Frontier Trading Company
47
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Posted - 2016.04.26 09:43:13 -
[68] - Quote
Terrorfrodo wrote:I don't know how bad the new Revelation is really going to be... but remember that the Rev was by far the best dread for many years until the last major rebalancing. I guess that is the reason why CCP has no problem with it being the weakest dread for a few more years. Eventually there will be another rebalance that will make the Moros suck again and the Rev superior ;)
Lesson is: Just train all dreads to V, then you don't have to care :p
I love the looks of my Sarum Rev, and hate vertical pile of junk.
FC what do?
Base Cap/s is better in nag than in rev. All prise minmatar cap supremacy! |
Terrorfrodo
Renegade Hobbits for Mordor
733
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Posted - 2016.04.26 09:54:06 -
[69] - Quote
Well then I guess for you the price of beauty is suffering (from poor stats)
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CCP Larrikin
C C P C C P Alliance
443
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Posted - 2016.04.26 09:56:45 -
[70] - Quote
Anduin Spartan wrote:I don't see any capital turret hard points on the build requirements for the Naglfar and why are Capital Drone Bays needed??
Postman wrote:How is it possible that the Naglfar numbers are the same as the Lif numbers? Copy/paste error?
Yes, copy/paste error, thanks for catching it guys :)
Game Designer | Team Five-0 | https://twitter.com/CCP_Larrikin
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CCP Larrikin
C C P C C P Alliance
444
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Posted - 2016.04.26 10:02:58 -
[71] - Quote
Bagdh Dearg wrote:Are we still getting the changes to the Siege module detailed in the CapitalFocusGroup thread? Quote:Everything else about these is staying the same (repair bonus etc). Except we've removed the Scan Res penalty, Number of Locked Targets Penalty, and the Target Loss on Activation (not sure about that last one, it might come back).
Yes it is. I'll update the OP to include this. Thanks mate.
Game Designer | Team Five-0 | https://twitter.com/CCP_Larrikin
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Bagdh Dearg
Dreddit Test Alliance Please Ignore
0
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Posted - 2016.04.26 10:08:21 -
[72] - Quote
CCP Larrikin wrote:Bagdh Dearg wrote:Are we still getting the changes to the Siege module detailed in the CapitalFocusGroup thread? Quote:Everything else about these is staying the same (repair bonus etc). Except we've removed the Scan Res penalty, Number of Locked Targets Penalty, and the Target Loss on Activation (not sure about that last one, it might come back). Yes it is. I'll update the OP to include this. Thanks mate.
Ah fantastic, thanks a lot. |
Seth Quantix
Imperial Shipment Amarr Empire
6
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Posted - 2016.04.26 10:16:15 -
[73] - Quote
SO maybe that's just me, but I tested out naglfar PvE. Being sensor dampened by serpentis to 15 km lock range by FRIGS felt weird. I mean, am I not supposed to be flying a giant almighty fortress, designed for annihilation and obliteration ? Just my 2 cents. |
Terrorfrodo
Renegade Hobbits for Mordor
734
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Posted - 2016.04.26 10:18:40 -
[74] - Quote
Did you go into siege? Shouldn't be possible to damp you that much in siege because of stacking effects.
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Lugh Crow-Slave
2296
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Posted - 2016.04.26 10:18:55 -
[75] - Quote
I think that is a bug. Rats curantly ignore the resistances
Citadel worm hole tax
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Seth Quantix
Imperial Shipment Amarr Empire
6
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Posted - 2016.04.26 10:20:53 -
[76] - Quote
Terrorfrodo wrote:Did you go into siege? Shouldn't be possible to damp you that much in siege because of stacking effects.
I was in siege, and yes I succeded being dampenend by 3 frigs simultaneously.
What exactly do you mean ignoring resists ? they dont take the siege reduction to damp in account ? |
Lugh Crow-Slave
2296
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Posted - 2016.04.26 10:47:20 -
[77] - Quote
Seth Quantix wrote:Terrorfrodo wrote:Did you go into siege? Shouldn't be possible to damp you that much in siege because of stacking effects. I was in siege, and yes I succeded being dampenend by 3 frigs simultaneously. What exactly do you mean ignoring resists ? they dont take the siege reduction to damp in account ?
Exactly not to big of a deal on dreads but marauder bastion mode also has this problem
Citadel worm hole tax
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Morrigan LeSante
Black Omega Security The OSS
1381
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Posted - 2016.04.26 11:06:09 -
[78] - Quote
Lugh Crow-Slave wrote:Seth Quantix wrote:Terrorfrodo wrote:Did you go into siege? Shouldn't be possible to damp you that much in siege because of stacking effects. I was in siege, and yes I succeded being dampenend by 3 frigs simultaneously. What exactly do you mean ignoring resists ? they dont take the siege reduction to damp in account ? Exactly not to big of a deal on dreads but marauder bastion mode also has this problem
Bastion is 100% immunity |
Lugh Crow-Slave
2296
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Posted - 2016.04.26 11:10:06 -
[79] - Quote
Morrigan LeSante wrote:Lugh Crow-Slave wrote:Seth Quantix wrote:Terrorfrodo wrote:Did you go into siege? Shouldn't be possible to damp you that much in siege because of stacking effects. I was in siege, and yes I succeded being dampenend by 3 frigs simultaneously. What exactly do you mean ignoring resists ? they dont take the siege reduction to damp in account ? Exactly not to big of a deal on dreads but marauder bastion mode also has this problem Bastion is 100% immunity
They moved it back because they could not fix the bug you can see the relevant thread on the test server feedback
Citadel worm hole tax
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Morrigan LeSante
Black Omega Security The OSS
1381
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Posted - 2016.04.26 11:11:54 -
[80] - Quote
Lugh Crow-Slave wrote:Morrigan LeSante wrote:Lugh Crow-Slave wrote:Seth Quantix wrote:Terrorfrodo wrote:Did you go into siege? Shouldn't be possible to damp you that much in siege because of stacking effects. I was in siege, and yes I succeded being dampenend by 3 frigs simultaneously. What exactly do you mean ignoring resists ? they dont take the siege reduction to damp in account ? Exactly not to big of a deal on dreads but marauder bastion mode also has this problem Bastion is 100% immunity They moved it back because they could not fix the bug you can see the relevant thread on the test server feedback
What the ****? Bastion losing immunity?! |
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Lugh Crow-Slave
2297
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Posted - 2016.04.26 11:37:26 -
[81] - Quote
Lol idk we did give a good amount of reasons not to do who knows
Citadel worm hole tax
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Seth Quantix
Imperial Shipment Amarr Empire
6
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Posted - 2016.04.26 11:42:29 -
[82] - Quote
Quote:Exactly not to big of a deal on dreads but marauder bastion mode also has this problem
Quote:They moved it back because they could not fix the bug you can see the relevant thread on the test server feedback
Quote:What the ****? Bastion losing immunity?!
Well, that was yesterday. And they made pretty clear that bastion/siege didnt grant Ewar immunity anymore, which can be interesting change (if we still get some buff while siegeing/in bastion mode, coz you know Scorpions are here to *** your day), but it seems akward they didnt think of PvE. Marauders and Dreads looks awesome on PvE, with range/tank being really interesting and damage application being nice with the right fit, if that isn't actually true just because of NPC ewar... that's really a problem. CCP, fix it ? please ? |
Lugh Crow-Slave
2298
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Posted - 2016.04.26 11:47:44 -
[83] - Quote
The bug is something they said they were working on
Citadel worm hole tax
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Alexiel Fireborn
Super Super Good F-I-N-K and Co.
11
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Posted - 2016.04.26 11:55:14 -
[84] - Quote
We've introduced new High Angle Weaponry, these are the 'Quad Mega Pulse Laser', 'Quad 800mm Repeating Cannon', 'Triple Neutron Blaster Cannon' and 'Rapid Torpedo Launcher'.
So Phoenix will get rapid torpedoe launcher , i can be mistaken but pattern for rapid launchers is for long range type ammunitions (there are rapid light missile launcher not rapid rocket launcher etc ...) , not close range , and if this new weapon system is designed as anti-subcaps can you explane me how u`ll hit something sub-cap with torpedoes? Did u took ur medicine ccp?
Imho this dreads change is rush , wrong and awfull! DOH! |
Seth Quantix
Imperial Shipment Amarr Empire
7
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Posted - 2016.04.26 12:00:16 -
[85] - Quote
Alexiel Fireborn wrote:We've introduced new High Angle Weaponry, these are the 'Quad Mega Pulse Laser', 'Quad 800mm Repeating Cannon', 'Triple Neutron Blaster Cannon' and 'Rapid Torpedo Launcher'.
So Phoenix will get rapid torpedoe launcher , i can be mistaken but pattern for rapid launchers is for long range type ammunitions (there are rapid light missile launcher not rapid rocket launcher etc ...) , not close range , and if this new weapon system is designed as anti-subcaps can you explane me how u`ll hit something sub-cap with torpedoes? Did u took ur medicine ccp?
Imho this dreads change is rush , wrong and awfull! DOH!
you're mistaken, cruise are for long range. And chimera application is one of the best you can get, since tracking on the turret guns is still awful (hard time hitting NPC cruiser orbiting at 0.1 angular speed, with double painter). |
Morrigan LeSante
Black Omega Security The OSS
1381
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Posted - 2016.04.26 12:33:57 -
[86] - Quote
Seth Quantix wrote:Quote:Exactly not to big of a deal on dreads but marauder bastion mode also has this problem Quote:They moved it back because they could not fix the bug you can see the relevant thread on the test server feedback Quote:What the ****? Bastion losing immunity?! Well, that was yesterday. And they made pretty clear that bastion/siege didnt grant Ewar immunity anymore, which can be interesting change (if we still get some buff while siegeing/in bastion mode, coz you know Scorpions are here to *** your day), but it seems akward they didnt think of PvE. Marauders and Dreads looks awesome on PvE, with range/tank being really interesting and damage application being nice with the right fit, if that isn't actually true just because of NPC ewar... that's really a problem. CCP, fix it ? please ?
The real kick in the balls marauders are getting is no refitting in bastion. At least before they had the what would have been unique immunity but now that is gone too. |
S4ndman
Brutor Tribe Minmatar Republic
0
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Posted - 2016.04.26 12:54:43 -
[87] - Quote
Can someone explain to me why the nalgfar gets 2 turret slots while the other ones get 3 weapon slots?
I'm not used to capital ships, but it made me curious.. |
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CCP Larrikin
C C P C C P Alliance
444
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Posted - 2016.04.26 12:55:37 -
[88] - Quote
Seth Quantix wrote:SO maybe that's just me, but I tested out naglfar PvE. Being sensor dampened by serpentis to 15 km lock range by FRIGS felt weird. I mean, am I not supposed to be flying a giant almighty fortress, designed for annihilation and obliteration ? Just my 2 cents.
Lugh Crow-Slave wrote:I think that is a bug. Rats curantly ignore the resistances
As Lugh Crow said, this is a bug. Currently rats ignore resistances. We working on getting this fixed ASAP :)
Game Designer | Team Five-0 | https://twitter.com/CCP_Larrikin
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CCP Larrikin
C C P C C P Alliance
444
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Posted - 2016.04.26 12:58:44 -
[89] - Quote
S4ndman wrote:Can someone explain to me why the nalgfar gets 2 turret slots while the other ones get 3 weapon slots? I'm not used to capital ships, but it made me curious..
This is because of a limitation on the Nalgfar model. Long term, its something we want to fix :) For now the Nalgfar gets a bit of an advantage with ammo/modules required.
Game Designer | Team Five-0 | https://twitter.com/CCP_Larrikin
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Rabbit P
Nuwa Foundation
57
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Posted - 2016.04.26 13:03:03 -
[90] - Quote
anything about the siege (triage also), weapon timer, combat refitting? We need a clear statement about this issue. |
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