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Author |
Thread Statistics | Show CCP posts - 4 post(s) |
Sakura Nihil
Tabula Rasa Systems The Star Fraction
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Posted - 2007.07.30 17:56:00 -
[121]
Originally by: 1iskrental Do you and everyone else like you know of the concept of grammar?
Seriously, learn to type properly, then get back to us.
Hmmm
numpty springs to mind
At least people can understand what I'm trying to say.
50m Sig Contest! |
Sebastien LeReparteur
Minmatar Section XIII Tau Ceti Federation
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Posted - 2007.07.30 17:57:00 -
[122]
Originally by: Sakura Nihil
Originally by: 1iskrental Do you and everyone else like you know of the concept of grammar?
Seriously, learn to type properly, then get back to us.
Hmmm
numpty springs to mind
At least people can understand what I'm trying to say.
to write m8te, to write... -----------
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Fon Revedhort
Aeria Gloris Inc United Legion
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Posted - 2007.07.30 18:00:00 -
[123]
Originally by: Goumindong
Originally by: Cypherous Damnation change = bad, it lacks the speed to get in range to make its HAM bonus even remotely worth while, as for boosting its already insane tank why?
TBH the DPS on the damnation with HAM's is so poor it makes the ship useless for anything, mines going to be going on the market before the nerf :(
No, its not. The change is good, with even only a modicum of skills the DPS on the hams will outstrip your previous DPS with pulse lasers.
And its not like the Damnation wasnt the lowest DPS of all the command ships ANYWAY.
All the changes are good, 100% good. Supercalifragalisticexpialidocious good.
I hope you are kidding, right?
Otherwise you either don't fly Damnation or failed at eve completely. ---
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Dreysine
Endgame.
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Posted - 2007.07.30 18:00:00 -
[124]
Originally by: BubbaZanetti
Killing NOS usefulness when our only two worthwhile ships have NOS bonuses, and then adding missiles as a focus, when those two useful ships are drone ships, and all of our other stuff is gunnery based, excellent idea. Thanks a pantload.
Even when Amarr get loving, they get screwed. Awesome.
Oh, well. I guess all these gunnery skill points will be useful in Minmatar ships. If you could let me know about six months in advance before you decide to make speed irrelevent in combat, so I could switch out of Minmatar and into Gallente, I'd appreciate it. Thanks.
ffs just add some neuts to your setup. problem solved.
i still love my curse.
i trained amarr just for the curse, and now i can actually make more use of it since i have good missile skills but no guns.
i cant speak for the damnation since i dont fly one, but the fitting nerf seems uncalled for.
ps. wheres the love for the Apoc? isnt that also a khanid ship? --------------------
Are you looking at my bum?? |
Dakisha
Mining Bytes Inc. Mass Destruction.
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Posted - 2007.07.30 18:03:00 -
[125]
Well.. Arn't I glad I decided to hold off changing races -- was going to go Amarr for the curse. Now a waste of time.
3 things that strike me.
1) Welcome to solo intys locking battleships down while support from 5 jumps away slowboats over with time to spare to kill you.
2) Curse/Pilgrim - reiteration of what people have said before with the addition of: wtf are people supposed to do in solo pvp? Magic up another few targets to nos at the same time? Let your own tank fail on a ship specificly designed to keep itself alive via nos?
Now the only things a curse can kill are things it can break the tank of via DPS.
3) Dev clarification needed. If when you hit the equalibrium of both sides having the same ammt of cap - do you still gain cap from nos'ing them?
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Minas Reul
Synergy. Imperial Republic Of the North
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Posted - 2007.07.30 18:03:00 -
[126]
With the Khanid Mk2 changes, the deimos will now be by far the slowest HAC at 170m/s, with the average HAC doing 201m/s. Ironically, this stands out because the Sac's speed was increased to make it a better close-range ship.
Surely the time is right to admit that the deimos needs attention to be 'the ultimate close range blaster cruiser'?
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PathetiQ
Gallente The Rat Pack
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Posted - 2007.07.30 18:04:00 -
[127]
Wow those NOS change are dumb! I mean... totally dumb! please dont put this on TQ
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Sakura Nihil
Tabula Rasa Systems The Star Fraction
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Posted - 2007.07.30 18:04:00 -
[128]
Originally by: Sebastien LeReparteur
Originally by: Sakura Nihil
Originally by: 1iskrental Do you and everyone else like you know of the concept of grammar?
Seriously, learn to type properly, then get back to us.
Hmmm
numpty springs to mind
At least people can understand what I'm trying to say.
to write m8te, to write...
Touche .
Back on topic - again, if the devs want to encourage use of the HAMs and RLs, don't use the bonus to do it.
First off, because Khanid wouldn't be getting the flight time or velocity increases, roles like anti-frigate or say a Burn Eden style Raven spamming cruises from far away wouldn't be viable on Khanid ships. Likewise, if you constrain the CPU sufficiently, people will say something like "you know, I could go long-range with Standard Missiles on this Malediction, but I'm going to have to gimp my setup with a fitting mod for a weaker Crow... let's go rockets instead".
Don't force the choice down our throats, "encourage" it in a subversive fashion .
50m Sig Contest! |
Perry
Amarr The X-Trading Company Mostly Harmless
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Posted - 2007.07.30 18:07:00 -
[129]
Damnation needs more cpu
5x HAML best named 2x Gang Links Mwd, Injektor, web+24scram (best named) 2x rep 1x dcu2, 3x T2 hardener
doesnt fit. that should not happen.
________________ Kali 3.0 Patchnotes: Amarr Oompf!
-Armageddon: +1 Missile Slot -Maller: Autocannon RoF Bonus -Apocalypse: 5% Mining Bonus -Zealot: +10% more golden hull |
Musgrat
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Posted - 2007.07.30 18:10:00 -
[130]
Yes, since NOS is getting extremely heavily nerfed, you need to loosen fittings please. The ways I'm reading this, I'm in a Velator with a small nos, I put it on a carrier, but don't get anything after about 2 seconds? This is screwed up, of all the ways to nerf NOS that make sense, you pick this one. It's confusing to start, and ends up making us fit salvagers instead of NOS... The sig radius one was the best, and made sense. You still did full NOS against a capitals, but against a frigate/interceptor a nosdomi would take a few cycles to cap it out, enough for it to get out. Now a frigate can fit 1 NOS and be able to laugh when it has 3 heavy NOS on it........ Does this sound balanced?
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Roemy Schneider
BINFORD
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Posted - 2007.07.30 18:10:00 -
[131]
question about the nos change... (only)
(if victim-cap-% > my-cap-%) "the amount transferred by a Nosferatu is based on the relative capacitor charge levels"
so basically, (after a few seconds) i'd leech ~25-30% of 120cap (heavy nosferatu right now) off any purely-cap-recharging target?
this doesn't change a heck lot except the drain "speed" a few seconds into the fight - and the question of using 400's or 800's cap booster charges on your cruiser. it adds a sliiight advantage to cap amount rather than recharge. however, the difference in pg needs for batteries vs rechargers, ingredients for rigs and ranks of skills still won't be sufficiently explicable.
only exciting outcome of this would be a game of mikado-in-space: he who panics first (and throws in a cap charge) looses.
in addition to your own cap recharge, which you can use for one repper, you can still run a second (smaller) repper with the stuff you drained from others right after the nos got to work - especially outclassed targets who tend to have higher recharge anyway: who's more worried about his next invul II cycle? the BS or the inty?
i don't read anything about the balance-whacking nos sizes either...?
in a nutshell: nos&drones still pwns, neutralizers are still only "profitable"/useful against smaller targets and a few similar-sized ones.
just get rid of nos altogether and put all focus on neutralizers (and cap transfer modules) - putting the gist back into logistics |
Chaos Incarnate
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Posted - 2007.07.30 18:11:00 -
[132]
Not to detract from the QQ, but, two reasonable questions:
Nos/neuts vs NPCs : Still functional as before, or will the new changes apply to everything? Cap-draining Drones : Will they still function as before?
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Airpizza II
Virtual Warriors
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Posted - 2007.07.30 18:12:00 -
[133]
Hmm, hard to say how much the Nos nerf will hurt Curse/Pilgrim until I test setups on sisi. But the changes will actually help the other Amarr ships believe it or not. If youÆve flown Amarr laser boats in PvP then you will have defiantly lost ships to Nos boats. ItÆs a horrible feeling just sitting there unable to fire due to enemy Nos. At least now you can go down shooting ;)
Khanid changes will be interesting indeed. MissileÆs = Damage Variety = Nice.
So basically, DEVÆs please fix sisi ASAP!!!!
Last but not least, congrats to Sarmaul for some nice ideas.
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Cookie Snatcher
Gallente Center for Advanced Studies
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Posted - 2007.07.30 18:12:00 -
[134]
ok, lets see:
crow vs malediction. Since noone wants to tackle in web range we can easily say that crow will still be better ship to fly. Thats if you cant get your rockets over 20km. Crow wins.
hawk vs vengeance. Lacks the range of the Hawk, but is faster and tanks better due to its slot layout and bonuses. CPU is tight when using standard missiles. Lol yeah, hawk sucks monkey balls. Most t1 frigs outdamage it when using standard launchers. Everyone is allready using rocket launchers on it. Vengeance wins.
flycatcher vs heretic. The Heretic has similar bonuses to the Flycatcher, but the rockets only damage bonus and the low CPU makes rockets more suitable than standard missiles. The Explosion velocity bonus makes the Heretic better for taking down high speed targets vs. low speed, low signature radius targets for the Flycatcher. Hello, wtf? Do you even play this game? Flycatcher was the worst dictor and it still will be. It just doesnt have the grid/cpu to fit standard launchers. It lacks the speed and agilty, simply said it just sucks. Heretic wins.
Sacrilege vs cerberus. The improved speed and mass helps getting the ship in close, though it remains slightly worse than for the Zealot. The armor resistance and capacitor recharge bonuses allow the Sacrilege to field a very hard tank, which helps it to compete against blaster ships (with its relatively lower damage output). Ill be recycling my cerberus's after this puppy gets out. Who gives a flying **** if you can shoot from 150km with papertowel dps. You got like 20+ ships that can do that better than cerb. Sacri is going to make such a nice close range solo pvp ship. Sacri wins easily.
Dont care about cov ops. Got an alt to fly best cov op of them all - cheetah. Also damnation change is prolly good, no need to use cap to fire. Its a gang support ship after all.
So basically caldari will now officially be the ****tiest pvp race. Only exeption is of course crow, but im sure they will find a way to nerf it soon.
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Mashie Saldana
Hooligans Of War
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Posted - 2007.07.30 18:14:00 -
[135]
Originally by: SITH LORDVADER Well what a shock Gratz all them that are amarr and fly hacs no need to bother now as they will all suck big time.
I guess that is why the Sacrilege double in price today then...
We're sorry, something happened.
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sableye
principle of motion Interstellar Alcohol Conglomerate
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Posted - 2007.07.30 18:15:00 -
[136]
I think some of the changes are good but when you gonna take a look at the ares its got to be the worst interceptor and worst tech 2 ship in game. Join The Fight With Promo Today |
Necronomicon
Caldari KIA Corp KIA Alliance
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Posted - 2007.07.30 18:18:00 -
[137]
I think the NOS changes should be more of a skill based thing, i.e energy emissions gives 10% of captured cap to the ship (so 50% of maximum NOS amount) then a new lvl4-5 skill gives a further 2-5% per level (so 60-75% of full nossed amount), then ships like the curse/pilgrim keep their roles as they are + a 25% role bonus to successful transfer of energy via NOS.
And then stacking nerf them so (for example with large) 1 = full strength (120), 2 = 80% each (192) 3 = 60% (216) when FITTED not ACTIVE.
Therefore fitting a large NOS to a domi even with both skills at lvl5 will only ever give that pilot a max of 75% of the NOSed amount. And will kiss bye bye to uber 4 NOS domis, but still preserving the long time training for the NOS Specific ships like the Curse and Pilgrim.
PLS Note that I have Amarr Frigate lvl1 only.
Carlsberg dont make Eve Pilots, but if they did, i wouldnt be one of them.
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Wyliee
Taurus Inc Karnal Knowledge
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Posted - 2007.07.30 18:32:00 -
[138]
i am upset by the recent noz fix and ammar missle idea.
i am fed up becasue i trained so long and invested time and ultimately money to have my ship now ****ed on.
my harbinger cant fit a proper tank due to the last Eanm2 fix, i belive its the only BC to have this issue,(im 1cpu short). and it was sold as an ammar fix.
and now my curse and pilgrim which took me months and months to train for are going to be next to useless.
im not impressed with the heavy assult ship idea, i dont want to fly a slow ship with rubbish range, it will get owned.
for the first time ever im considering jacking this game in.
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Sakura Nihil
Tabula Rasa Systems The Star Fraction
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Posted - 2007.07.30 18:38:00 -
[139]
Originally by: Wyliee for the first time ever im considering jacking this game in.
Three words sum this up.
Adapt or die.
50m Sig Contest! |
The Anointed
Caldari Evolutionary Transhumanist Apperception The Red Skull
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Posted - 2007.07.30 18:43:00 -
[140]
I like the changes, but while your at it, give caldari another bonus instead of kinetic missile damage, seeing as it must rate as one of the worst ship bonuses in the game, mmmm me feels a top 10 thread coming on.
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Uhr Zylex
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Posted - 2007.07.30 18:53:00 -
[141]
CCP, for god's sake, don't destroy the two only worthwhile amarr ships. I hope there's some sort of mitigating bonus effects introduced to the curse and pilgrim.
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Pang Grohl
Gallente
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Posted - 2007.07.30 18:55:00 -
[142]
The NOS changes seem fair to me. Now when you get to equalized cap levels the NOS becomes a low intensity energy neutralizer. Until then the Nosser gets a boost to maintain their cap. It seems to me that a heavily capacitor dependent fit would benefit greatly from this arrangement. The change addresses the issues of size > all in capacitor warfare, without flipping the balance completely over to small ships. It also makes cap design important too. The question of recharge vs. capacity vs. boost will now have an effect on how you perform in capacitor warfare.
I'd be curious to find out if they drain at the full transfer amount or not once you get to equilibrium. In other words, will a Heavy NOS drain both ships 100 energy per cycle when cap percentage equilibrium is achieved? If this is the case, a Heavy NOS will still be death for the unprepared interceptor.
Si non adjuvas, noces (If you're not helping, you're hurting) |
Sakura Nihil
Tabula Rasa Systems The Star Fraction
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Posted - 2007.07.30 18:59:00 -
[143]
CCP needs to make changes from time to time, the day they start concerning themselves more with "this will make people mad" than "this is imbalanced and needs fixed" is the day we start to see substandard game balancing and a status quo.
They need tweaking, but its a start.
50m Sig Contest! |
murder one
Gallente Death of Virtue FreeFall Securities
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Posted - 2007.07.30 19:00:00 -
[144]
Nos changes are GREAT. Really adds some power to smaller ships, while taking it away from larger ones.
Example: frig with 1-2x small nos flying around with 30-40% cap running it's repper/afterburner/mwd/whatever is nossing a cruiser. The cruiser can't nos is back until the cruiser is down to the same cap level, even if it has 4x medium nos on it. Now the cruiser HAS to use weapons to kill/immobilize the frig. No more of this "two Diminishing nos and you're dead" stuff. Same thing does for BS vs. cruisers. Or anything else for that matter.
Stacking no long is an issue. 20 nos on you? So what? If everyone is at 90% cap, they can't draw any more than that from you. AWESOME. Fixed.
Neutralizers will finally get some use. The energy transfer skill will finally get trained. Nos/Neut combos will be the new design. Use Neuts to scoop huge chunks of cap from the target, and use Nos to leech any last remaining bits of the targets cap back into your own cap.
No more self-sustaining speed setups! YIPPEEE!!!! FINALLY! No more all powerful nano Curses, and Vagabonds zooming around with 18km faction nos. Vaga giving you problems? 1-2 Heavy Neuts and boom, now he's a Stabber. Can you kill him? Probably not. Can you make him go away? Sure can.
Inty 'defence'? Bring a Neut. Smash his cap, warp off. Not enough cap smashing? Use two Neuts.
Finally this horrific little module gets fixed.
Khanid changes? Awesome stuff. Can't really speak on the Damnation and Sac changes, but the Vengeance and Malidiction will be awesome. Heretic as well. LOL @ changing the cov ops for 'completeness'. NJ guys. Now can I have my CPU back from the EANM Nerf?
Originally by: Goumindong it is at the point where it is impossible to determine whether or not you are trolling or if you area really out of your freaking mind.
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Izo Azlion
Veto. Veto Corp
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Posted - 2007.07.30 19:02:00 -
[145]
Originally by: murder one Nos changes are GREAT. Really adds some power to smaller ships, while taking it away from larger ones.
Example: frig with 1-2x small nos flying around with 30-40% cap running it's repper/afterburner/mwd/whatever is nossing a cruiser. The cruiser can't nos is back until the cruiser is down to the same cap level, even if it has 4x medium nos on it. Now the cruiser HAS to use weapons to kill/immobilize the frig. No more of this "two Diminishing nos and you're dead" stuff. Same thing does for BS vs. cruisers. Or anything else for that matter.
Stacking no long is an issue. 20 nos on you? So what? If everyone is at 90% cap, they can't draw any more than that from you. AWESOME. Fixed.
Neutralizers will finally get some use. The energy transfer skill will finally get trained. Nos/Neut combos will be the new design. Use Neuts to scoop huge chunks of cap from the target, and use Nos to leech any last remaining bits of the targets cap back into your own cap.
No more self-sustaining speed setups! YIPPEEE!!!! FINALLY! No more all powerful nano Curses, and Vagabonds zooming around with 18km faction nos. Vaga giving you problems? 1-2 Heavy Neuts and boom, now he's a Stabber. Can you kill him? Probably not. Can you make him go away? Sure can.
Inty 'defence'? Bring a Neut. Smash his cap, warp off. Not enough cap smashing? Use two Neuts.
Finally this horrific little module gets fixed.
Khanid changes? Awesome stuff. Can't really speak on the Damnation and Sac changes, but the Vengeance and Malidiction will be awesome. Heretic as well. LOL @ changing the cov ops for 'completeness'. NJ guys. Now can I have my CPU back from the EANM Nerf?
Vagabond still work.
as for Neuting an inty? Great, then the web goes off, and you have to get up to speed. In which time, said inty has enough for a point again.
Rinse, repeat.
Izo Azlion.
---
Your signature exceeds the maximum allowed filesize of 24000 bytes -Hango ([email protected]) Thanks to Stubnitz for the Sig. |
Aselus
Amarr Stark Industries
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Posted - 2007.07.30 19:21:00 -
[146]
my favorite ship int he game.. (the damnation)... is ruined... also the whole point of amarr being based around lasers...is ruined... I've always looked down on missile users, and used the missile slots in Khanid ships for REPS/CAPTRANSFERS/NOS/NEUTRALIZERS. Now you've reduced my ability, as an amarr, for damage output in these ships to NILL by transferring them into pretty much effin caldari ships(train few extra skills caldari pilots cause u just got free ships at the cost of your fellow players)! worthless worthless missile ships, this pretty much ruins any RP view of the amarr that was interesting. You have inadvertently decimated all the goals and pride that i had in eve as an amarr player.
My guess is response to this will be "qq go home to your mother", or 'just deal with it", or something to the light, and I am dealing with it. I'm probably leaving until something comes up in this game that'll be worth coming back for. As my (and i am sure some other players) goals and positions within the game are now gone. It is a shame that the dev team would do such a thing to the Amarr players that chose to fly amarr ships, especialy those of us that where proud (lore wise) to be amarr, and even understanding that the khanid had 'melded' caldari tech with amarr ships to create khanid ships, there is a large difference between 'melded' and 'copied', or just made caldari ships.
Yes I understand that the 'regular' amarr ships will still be as they are...but now you have reduced our options in half compared to the other races, given the caldari players an extra chain of ships and taken one our best non-capital ships to ****.
Thank you for a good two years, and thanks even more for screwing my favorite race.
~Aselus de Zerlon "A faded tear for those that where once proud, now washed away within the sea of hopeless abandonment. Cry out brothers and stand firm against the coming storm, for the gods shake our world stronger then any mortal ever willed his sword to."
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Hellspawn01
Amarr Falcon Advanced Industries
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Posted - 2007.07.30 19:23:00 -
[147]
The nos change targets the PVP part or did anyone consider the consequences for PVE too?
As for the Khanid changes, why does the sac only get a bonus to heavy assault missiles and not to heavy missiles?
Ship lovers click here |
Exlegion
KnightRaven Research KnightRaven Alliance
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Posted - 2007.07.30 19:24:00 -
[148]
To the devs:
The Nosferatu is a module that when fitted can help you in both, PVP and PVE. If I'm missioning in low sec and get probed down/attacked by a player gang I could still use the nos to try and disable a scrambling player frig/inty. But with this nerf the rift between PVE and PVP setups becomes greater.
Why? Because if I want a chance of breaking free from a gate-camp or pirate assault on a belt or mission spot I'll need to fit neutralizers which do nothing against NPCs. Fitting Nosferatus will help in PVE but will not break me free from player PVPers. Not to mention that the fitting requirements neutralizers are higher.
One of us equals many of us. Disrespect one of us, you'll see plenty of us. - Guru |
Barthezz
Paradox v2.0 Interstellar Alcohol Conglomerate
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Posted - 2007.07.30 19:25:00 -
[149]
The NOS nerf is good except for 3 ships (none of which I fly fyi), the Curse, Pilgrim and Bhaalgorn.
All 3 of those ships have bonuses especially setup for NOS. The Bhaalgorn is worst off as it doesnt have a Neutralizer bonus like the Pilgrim & Curse have.
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StarCommWraith
Gallente GoonFleet GoonSwarm
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Posted - 2007.07.30 19:29:00 -
[150]
Ok how about this. Simply remove Nosferatu because now with the change you have made it completely useless.
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