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Soyemia
Minmatar Art of War
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Posted - 2008.07.29 12:06:00 -
[541]
Originally by: Julius Scipio I like the idea behind this nerf. Trying to get gangs with multiple ship types instead of the usual 10 nano HACs. The changes to roles within the gang will be interesting, the FC and gang members will have to think a bit more. Perhaps being forced to use interceptor squads, multiple webs in their tacklers, greater use of covops warp ins etc.. It will freshen up the stale tactics of 0.0
Also it can't be right that snaked, boosted, faction BS could go as fast as an Interceptor.
Generally these changes are long overdue, will mean a lot of players will have to think a bit more for a while and hopefully see the end of all those endless nano-*** gangs.
Killing off blasters and autocannons are good etc. Also this patch is good that it nerfs nanos, but they should be still viable, really they should... Ofcourse it is good for you, because Hydra doesnt go roaming etc. Nanos should be nerfed so that they cant pretty much be invulnerable if they engage, but it should be able to run from gate camps etc. With so large playerbase they really were the only meaningful way to fly in a 5 man gang. 5 inties cant do a thing. They cant kill a single ratting raven. Official BoB fanboy. Called Stabemia. Corp hopper. |

Diehard Si
UK1 Zero G00DFELLAS
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Posted - 2008.07.29 12:07:00 -
[542]
The changes implemented are way too balanced for Caldari's favour.
Minnie ships are pretty much unusable. Gallente ones too. Blasters are no good now. Railguns will be the main choice, but lack the damage.
The main thing now is that Drakes and Ravens will be very effective at missions and now PVP as well. A Raven vrs a Rail Mega for instance will be shockingly easy for the Raven.
Amarr ships will be very effective now. This isn't a bad thing i'll admit.
The biggest shame though is the Vagabond. Its 'purpose' is to be a low damage, high speed cruiser. Hit and run, that kind of thing. The nerf as it is will kill small roaming gangs, and for me and thousands of other people kill whats fun about eve. I don't want to have to fight in big fleet battles. I like to be able to roam around, kill isk farmers in deep 0.0 and engage in small gang fights.
Yes nano's are currently overpowered, but please for the love of god come to a compromise. Don't kill a way of playing or you will kill a massive player base. If this game stops being fun, I'll certainly lose interest and play something else. I know many will probably do the same.
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stagz
D00M. Triumvirate.
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Posted - 2008.07.29 12:16:00 -
[543]
Originally by: Jackaryas I think this nerf is the most sensible nerf i have seen for a long while, because ive fought gangs who use nano sure, but there impossible to kill because they nano around just out of point range, missiles cant hit them turrets cant track them, so by reducing the speed means they can still be used but it means you can actually kill them and their not invulnrable
great job CCP 
did you seriously just say that? if they are outside of point range you can warp off...
FACE PALM!!
ccp id like to know what vaga pilots are supposed to do if they cant pulse their wmd because of the 10second delay? they have no tank other than a speed tank, thats going to be rock solid when your moving at 400ms.. they have considerably less Dps than other hacs, and no longer any defense. what are they good for?
remove the delay and dont force vagabonds to be anything slower than 5k, or they will be useless. minmitar recons will be equally useless...
this patch should be used to remove ludicrous speed. NOT ALL SPEED. how do you expect gurilla warfare and skermish warfare to continue?
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Spartan dax
We are Legend
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Posted - 2008.07.29 12:18:00 -
[544]
Originally by: Captator
3) missile boats: they will be the best anti everything ship, regardless of their own class, as they work without webs now, and with the speed changes, they will shred all cruiser sized ships and below with ease, at speed or not.
[/quote
Haven't been on SISI yet but an easy way to nerf down missiles and yet have them as usefull weapons would be to have one "speed missile" with a rather large sig radius and a "precision missile" with really low explosive velocity so that it won't shred smaller ship classes equipped with AB's.
The Speed missile will give the option for the target to turn off the MWD for severly reduced damage and continue the fight or it will have to flee.
The precision one will force AB fitted ships to tank more damage or disengage.
The system can either be spread over the 4 different damagage types in various forms like drones or confined to T2 ammo. Doesn't really matter.
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Kazuma Saruwatari
Caldari
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Posted - 2008.07.29 12:26:00 -
[545]
Having no access to nanoable ships on my current mirrored self on SiSi, I asked my best friend (nano*** pilot, to some) if I could try playing at his house and try the changes for myself, as well as get his opinion (he doesnt speak english very well).
First off, the ships I had a go in are: Zealot, Sacri (I've never flown these ships before, and were my goal, nano or non-nano)
Taking a huge hint from the changes to speeds across the board, and the big webber effectiveness nerf, I took a chance and fitted a Zealot with a minor tank, an AB, and heavy pulses with Multi M's.
Besides the fact that the ship itself felt horribly big (no 1600mm plates or anything, yet), once I got under any BS turret-ship's web range, I had him bleeding.
It was not to be, once I met a Torp raven.
The Sacri felt even more like a lumbering behemoth (nearly as bad as my plated Pulsepoc), so I went with a DualMAR tank setup. DPS isnt as high as I'd expect, but any pre-BC class will be hurting.
So I took it out, and immediately I was hit with range issues.
I realize what CCP intends to do: make the MWD less mandatory. Unfortunately, with the current nerf's state, everything is globally affected negatively.
I'm going to say that the nerf's too much, and that baby steps and/or giving currently-underused ships in PvP like AF's a role in anti-nano work. I mean it makes sense... -
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Taguchi Hiroko
Wreckless Abandon Un-Natural Selection
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Posted - 2008.07.29 12:30:00 -
[546]
Just tried the nerf on SiSi, all the expected comments aside, I wanna point out something that's a bit overlooked.
Blasterboats are taking a big hit to the scrambler changes. All the blasterboats rely on mwd to get close to their target, and unless you're a bs with heavy neutrons, your optimal is 2k-4k, this means literally "up close and personal". If you're not right next to your target you may have problems hitting at all.
With the scrams now turning off mwd, and with a web on top of it, it is impossible to keep at that range. I tried a Deimos, and then a Vindicator, both blaster fit, my targets fitting a web and a scram, some fit tracking disruptors too, they are able to easily maintain range at 10k. Vindi has trouble tracking anything smaller than a bs, and Deimos misses a lot no matter who it's shooting at. All this is happening when your target has you nailed with his web and shooting at much better optimals, and there is no way you can run away. A typical scenario for Deimos pilots: mwd towards target, get into 10k, webbed, get into 9k, mwd off, target runs away, barely hits target, dies miserably.
What does this mean? It means there is no such thing as "up close and personal" anymore, you cannot get there.
Unless- blasterboats now fit a web, a scram, or even an afterburner. But look at the sacrifices a blasterboat is making just to be able to hit something, speaking of Deimos for example (or Astarte for that matter): for slightly better dps (than pulse lasers), it has to get dangerously close (web range close), it has little tank to speak of, it abandons its mwd bonus if it wants to get close with an afterburner after 9k, it cannot tackle anything beyond 9k when you make it fit a scrambler to counter someone else's scram, and if indeed it fits an ab to bypass scramblers, it probabily will never get into range in the first place when target starts off out of web range, because you don't have a mwd, and Deimos (and the rest of the blasterboats) have very slow base speeds.
This upcoming change hits blasterboats even more so than nano ships- as if blasterboats don't suck enough already. This patch will make them virtually useless.
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Daelin Blackleaf
The Reclaimed
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Posted - 2008.07.29 12:37:00 -
[547]
A thought:
Perhaps the gap between ship classes signature radii is too small. Having taken away much of the speed (imo too much) ships are now receiving far too much damage from higher class weapons.
Adjusting the stats on missiles will not fix the issue. EVE is not a solo-combat game and if interceptors can't tackle and other frigates can't survive against any kind of group beyond solo then they'll become near useless (the same could be said to a lesser extent for cruisers and even battlecruisers with the exception of price difference). These ships can already be countered, even in a battleship, by using light drones or heavy neuts. Making them easy to track, and having them take high damage from missiles is going to make them disadvantaged against any kind of fit.
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Viper ShizzIe
The Illuminati. Pandemic Legion
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Posted - 2008.07.29 12:37:00 -
[548]
After quite a few hours testing on SISI, there are a few obvious problems with some quite possibly overlooked factors in the patch.
Caldari missile ships are vastly overpowered, able to hit pretty much anything at close to full damage due to explosion velocity and generally low speed. As a result of this, fewer players will be able to find smaller ships viable, furthering the shift upward in ship classes. It's looking like BC/BS sized ships will become the norm, especially against anything with missiles, as those are currently the only ships with a decent chance of tanking multiple hostiles.
Amarr is looking great too, due to their amazing tracking an apoc, correctly fit, is able to hit most ships at great range. Tracking becomes a bit of an issue with inties and dictors, but being able to hit anything larger with battleship sized weapons causes a bit of an imbalance, not to mention the fact that missile boats can clean up whatever they miss, currently.
Gallente is looking stronger overall, which is good considering how badly they've been hit in the last couple years. Arazu is looking like one of the strongest ships in the game atm, mostly because it can shut MWDs down at 37.5k with the proper gang/fitting, which is a bit ludicrous.
Minmatar have been completely shafted to be honest. The Tempest and Typhoon have both been hit with mass additions, which, considering how bad these ships already are is quite insane. I currently see no reason to train Matari over any other race. The vagabond is unable to tank properly, and the speed has been reduced by such a factor that it's impossible to avoid damage while surviving long enough to do anything effective. Minmatar ships have effectively been reduced to fodder that can be thrown on the front lines of fights to stop hostiles from shooting ships actually worth caring about.
Overall, nanoships needed to be nerfed a bit, but this is overdoing it quite majorly. Moving polycarbs to be in line with other rigs, perhaps nerfing snakes and lowering the effectiveness of Skirmish modules are all fine changes, and would bring nanoships in line with other forms of tanking quite well, generally lowering LUDICROUS SPEEDS to something more manageable.
The 2pt scram change, while interesting and generally well accepted by the community has inherent flaws, mostly the fact that with current game mechanics it's stupidly overpowered, being able to stop a ship from warping and practically stop it from moving at the same time, you're combining webs and disruptors into a single module that is amazingly more effective then either of them alone.
In conclusion, as it's 05:00 and I'd actually like to get some sleep tonight, the changes that are currently on SISI are excessive, there's no need to kill a type of gameplay because it's somehow thought of as status quo. A small nerf to generate diversity is a great idea, and one I'm sure most of the EVE community would be fully behind, but killing an entire area of gameplay for whatever reason is something that I'd have thought CCP would never have thought of, especially if EVE is to be a true "sandbox".
You gave us the toys we've used, you've provided the sandbox, you've allowed the mold to set. Don't stomp on our castle because it's the easy way out.
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Jackaryas
Caldari Trans-Solar Works FOUNDATI0N
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Posted - 2008.07.29 12:38:00 -
[549]
Originally by: stagz
Originally by: Jackaryas I think this nerf is the most sensible nerf i have seen for a long while, because ive fought gangs who use nano sure, but there impossible to kill because they nano around just out of point range, missiles cant hit them turrets cant track them, so by reducing the speed means they can still be used but it means you can actually kill them and their not invulnrable
great job CCP 
did you seriously just say that? if they are outside of point range you can warp off...
Well no because they send in nano sabres, that go around 6 + km/s to bubble you indefinatly, ofc if they dont its fine and thats their problem
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Vengal Seyhan
Sten Industries
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Posted - 2008.07.29 12:38:00 -
[550]
Originally by: CCP Atropos Hehe. Fortunately for the EVE player base I have zero input on the ship and module balancing side of things, so quoting my comments from Sisi local is a little silly in all honesty.
I've always been quite outspoken and a little oddball with my setups so using me as a baseline for ship designs is more than likely to get you killed 
With regards to the speed issue, we're aware that these are broad and wide ranging changes, but as we've already said, we are more than willing to listen to the feedback you're all bringing. I said the same thing in Sisi local last night, but you don't see that getting quoted 
All I ask is that you keep the signal to noise ratio down, please. This is a controversial issue for many, but constructive feedback is always welcome, from any player. Some of the posts here have already identified several key issues that we're looking into, and we will continue to do so.
Thankyou very much for speaking up in here. Nice to know the devs are reading.
I'd just like to put my 2c in on the non-PvP side of things: I run missions in an armour-rigged Dominix, and it's a pretty damn slow transit between gates without an AB fitted. No worries, I live with it... but is there really any need to reduce baseline speeds of all battleships. It's going to make missions slower.
Is there any real need for this speed decrease on BS (and if no need, why change it?), or were you just trying to give some reasonable separation to all the other ship classes you squashed down to fit the new curve?
Also, the agility / mass changes are going to get mission runners killed, because not everyone stays aligned to a gate or station... I mean, some people actually use Ishtars for missions, and that involves moving (often in an orbit) to evade fire (oooo, speed tanking :D) and they need to be able to bail quickly if things go pear-shaped. It's going to pop a few newish players.
See also the time to warp out if someone invades your mission or bounces a belt.... it's unpleasant enough as it is. Making it harder for people to run away from the big bad pirate is going to deter them from lowsec even more.
Yeah, I know : "Adapt or die" quoth the veterans... but still, I get the feeling that this is all intended to make the game a little nicer for new players so you get some retention of subscription. I don't think it will.
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Evolyze
Art of War
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Posted - 2008.07.29 12:43:00 -
[551]
Vagabonds are allmost invulnerable now or any tanked nano hac as once they get webbed which is usually in the 11-12k range they can easily mwd out of it as it is only a 60% reduction in speed. Webs have been nerfed too hard and by the looks of it some of the speed implants as well.
Wut?
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Mr Rive
Black Omega Security Pandemic Legion
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Posted - 2008.07.29 12:45:00 -
[552]
Rather than doing all this, you should just add an overheat penalty on your MWD for any ship going over x speed, depending on its size. You could also go further, and say that because the ship is traveling so fast, its inertia is greatly increased, meaning that its orbit is greatly impaired. Would solve any and all problems tbh
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Hugh Ruka
Exploratio et Industria Morispatia
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Posted - 2008.07.29 12:46:00 -
[553]
what about some relevant feedback from CCP (Nozh ???) on the testing so far ? --- SIG --- CSM: your support is needed ! |

Seldarine
Minmatar Destructive Influence Band of Brothers
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Posted - 2008.07.29 12:46:00 -
[554]
the best thing for keeping new players in the game is for them to read the forums and hear all the old players complaining about how ccp are killing the game ______________________________

Seldarine
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Natalia Kovac
Minmatar Phoenix Tribe
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Posted - 2008.07.29 12:49:00 -
[555]
Originally by: CCP Atropos Hehe. Fortunately for the EVE player base I have zero input on the ship and module balancing side of things, so quoting my comments from Sisi local is a little silly in all honesty.
I've always been quite outspoken and a little oddball with my setups so using me as a baseline for ship designs is more than likely to get you killed 
With regards to the speed issue, we're aware that these are broad and wide ranging changes, but as we've already said, we are more than willing to listen to the feedback you're all bringing. I said the same thing in Sisi local last night, but you don't see that getting quoted 
All I ask is that you keep the signal to noise ratio down, please. This is a controversial issue for many, but constructive feedback is always welcome, from any player. Some of the posts here have already identified several key issues that we're looking into, and we will continue to do so.
My responses copy-pasted from the other thread, seeing as I can't be bothered to rewrite what I think:
Originally by: Natalia Kovac Current ways to counter nano-boats:
Rapier Huginn Hyena Curse Pilgrim Falcon Rook Scorpion One or two Large Energy Neutralisers on a Battleship Remote-repping Battleships Overloading web/mwd to catch them ECM Other Nano-boats
They are not overpowered. The only people who think they are, is noobs/forum whiners who don't have a clue, and apparently now CCP.
I will probably unsub permanently if these changes go live. Way to ruin a game, CCP.
Originally by: Natalia Kovac Imo the ONLY thing that needs to be nerfed wrt speed is polycarbon rigs, to bring them in line with the other rigs/module equivalents. Faction mods, T2 rigs and pirate implants are not a problem because they are horrendously expensive and thus only a TINY minority of pilots use them.
Originally by: Natalia Kovac The idea that a Vaga moves as fast as an interceptor is a fallacy. A triple OD/2x poly/T2 mwd Vaga hits about 6k. A triple OD/double poly/T2 Stiletto will be going at least 8k. Of course whether you want to rig a fragile inty is a different matter. I just leave my inties T2 mods and no rigs, they are fast enough like that.
So a couple points about the 6km/s Vaga. At the current time it costs about 190-200mil fully fitted. That is 80 for the hull, 80 for two T1 polycarbons, and say 30-40 for a T2 mod loadout and some Barrage, maybe a bit of nanite repair paste. Expensive I think you'll agree.
Caps out between 1:30 and two minutes running the mwd. Of course you only usually burst it to get in range or gtfo. It can't apply any significant dps while mwding. It has to run on normal drive at around 600m/s to do damage. At it's preferred range of about 15km (T2 webs overload to 13km now) it does reasonable dps. As you move towards the falloff range of about 20km it does less and less. After 20km the dps is negligable to anything other than say a T1 frig.
A T2 Large Neut zaps 600 cap inside it's 25km range every 24 seconds (base skills). So if a BS has a neut, you can't kill it safely, seeing as a Vaga's cap is about 1000 with a mwd on.
If they have Rapiers or Huginns in gang it's very, very risky to engage. They can web out to like 40km at a strength of 2x 90%. Hyenas are less dangerous, only webbing out to 18-20km where you can kill them, but an MSE Hyena could slow you down for long enough for something else to grab you. The double LSE tank is a decent buffer, but won't survive sustained fire. A fully webbed Vaga is a dead Vaga.
Curses or Pilgrims can cap you out very easily, leaving you pretty vunerable. Also even one or two TDs will screw over you DPS.
And of course Falcons will jam you, leaving you unable to lock anything. You could most likely hang around and wait for a failed jam cycle, or bug out if it turns bad, but you won't be able to kill anything.
Phew!! So I hope you guys realise they ain't the be and end all of combat. Cheers.
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Karbowiak
Caldari coracao ardente Triumvirate.
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Posted - 2008.07.29 12:50:00 -
[556]
Originally by: Viper ****zIe After quite a few hours testing on SISI, there are a few obvious problems with some quite possibly overlooked factors in the patch.
Caldari missile ships are vastly overpowered, able to hit pretty much anything at close to full damage due to explosion velocity and generally low speed. As a result of this, fewer players will be able to find smaller ships viable, furthering the shift upward in ship classes. It's looking like BC/BS sized ships will become the norm, especially against anything with missiles, as those are currently the only ships with a decent chance of tanking multiple hostiles.
Amarr is looking great too, due to their amazing tracking an apoc, correctly fit, is able to hit most ships at great range. Tracking becomes a bit of an issue with inties and dictors, but being able to hit anything larger with battleship sized weapons causes a bit of an imbalance, not to mention the fact that missile boats can clean up whatever they miss, currently.
Gallente is looking stronger overall, which is good considering how badly they've been hit in the last couple years. Arazu is looking like one of the strongest ships in the game atm, mostly because it can shut MWDs down at 37.5k with the proper gang/fitting, which is a bit ludicrous.
Minmatar have been completely shafted to be honest. The Tempest and Typhoon have both been hit with mass additions, which, considering how bad these ships already are is quite insane. I currently see no reason to train Matari over any other race. The vagabond is unable to tank properly, and the speed has been reduced by such a factor that it's impossible to avoid damage while surviving long enough to do anything effective. Minmatar ships have effectively been reduced to fodder that can be thrown on the front lines of fights to stop hostiles from shooting ships actually worth caring about.
Overall, nanoships needed to be nerfed a bit, but this is overdoing it quite majorly. Moving polycarbs to be in line with other rigs, perhaps nerfing snakes and lowering the effectiveness of Skirmish modules are all fine changes, and would bring nanoships in line with other forms of tanking quite well, generally lowering LUDICROUS SPEEDS to something more manageable.
The 2pt scram change, while interesting and generally well accepted by the community has inherent flaws, mostly the fact that with current game mechanics it's stupidly overpowered, being able to stop a ship from warping and practically stop it from moving at the same time, you're combining webs and disruptors into a single module that is amazingly more effective then either of them alone.
In conclusion, as it's 05:00 and I'd actually like to get some sleep tonight, the changes that are currently on SISI are excessive, there's no need to kill a type of gameplay because it's somehow thought of as status quo. A small nerf to generate diversity is a great idea, and one I'm sure most of the EVE community would be fully behind, but killing an entire area of gameplay for whatever reason is something that I'd have thought CCP would never have thought of, especially if EVE is to be a true "sandbox".
You gave us the toys we've used, you've provided the sandbox, you've allowed the mold to set. Don't stomp on our castle because it's the easy way out.
If i had the skills to type like this, i would have. Hence -> /signed
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Space Flyer
The Illuminati. Pandemic Legion
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Posted - 2008.07.29 12:51:00 -
[557]
Originally by: Viper ****zIe After quite a few hours testing on SISI, there are a few obvious problems with some quite possibly overlooked factors in the patch.
Caldari missile ships are vastly overpowered, able to hit pretty much anything at close to full damage due to explosion velocity and generally low speed. As a result of this, fewer players will be able to find smaller ships viable, furthering the shift upward in ship classes. It's looking like BC/BS sized ships will become the norm, especially against anything with missiles, as those are currently the only ships with a decent chance of tanking multiple hostiles.
Amarr is looking great too, due to their amazing tracking an apoc, correctly fit, is able to hit most ships at great range. Tracking becomes a bit of an issue with inties and dictors, but being able to hit anything larger with battleship sized weapons causes a bit of an imbalance, not to mention the fact that missile boats can clean up whatever they miss, currently.
Gallente is looking stronger overall, which is good considering how badly they've been hit in the last couple years. Arazu is looking like one of the strongest ships in the game atm, mostly because it can shut MWDs down at 37.5k with the proper gang/fitting, which is a bit ludicrous.
Minmatar have been completely shafted to be honest. The Tempest and Typhoon have both been hit with mass additions, which, considering how bad these ships already are is quite insane. I currently see no reason to train Matari over any other race. The vagabond is unable to tank properly, and the speed has been reduced by such a factor that it's impossible to avoid damage while surviving long enough to do anything effective. Minmatar ships have effectively been reduced to fodder that can be thrown on the front lines of fights to stop hostiles from shooting ships actually worth caring about.
Overall, nanoships needed to be nerfed a bit, but this is overdoing it quite majorly. Moving polycarbs to be in line with other rigs, perhaps nerfing snakes and lowering the effectiveness of Skirmish modules are all fine changes, and would bring nanoships in line with other forms of tanking quite well, generally lowering LUDICROUS SPEEDS to something more manageable.
The 2pt scram change, while interesting and generally well accepted by the community has inherent flaws, mostly the fact that with current game mechanics it's stupidly overpowered, being able to stop a ship from warping and practically stop it from moving at the same time, you're combining webs and disruptors into a single module that is amazingly more effective then either of them alone.
In conclusion, as it's 05:00 and I'd actually like to get some sleep tonight, the changes that are currently on SISI are excessive, there's no need to kill a type of gameplay because it's somehow thought of as status quo. A small nerf to generate diversity is a great idea, and one I'm sure most of the EVE community would be fully behind, but killing an entire area of gameplay for whatever reason is something that I'd have thought CCP would never have thought of, especially if EVE is to be a true "sandbox".
You gave us the toys we've used, you've provided the sandbox, you've allowed the mold to set. Don't stomp on our castle because it's the easy way out.
/signed.
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Seldarine
Minmatar Destructive Influence Band of Brothers
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Posted - 2008.07.29 12:52:00 -
[558]
thinking back, this so called nano problem only came about when ccp had the FANTASTIC idea of introducing rigs into the game to vary the setups possible on the ships. ______________________________

Seldarine
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Tomic
The Illuminati. Pandemic Legion
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Posted - 2008.07.29 12:53:00 -
[559]
After some careful testing on sisi, and some long consideration I have come to the following conclusions:
1) Most cruiser sized ships are dead, especially t2 ones. No-one is going to pay the premium for t2 when they can fly a bc for 1/4 of the price, get a ship that tanks more, does more damage and will absolutely destroy and hac that comes near it.
2) Almost all frigates are dead, since they are too easily killed by anything due to their slow speed. Interceptors are just about able to survive 2-3 minutes into a fight.
3) Interdictors/Heavy Interdictors are going to be the ultimate in suicide ships now. There is effectively no way to pilot them without being instapopped as soon as you land. Especially the destroyer sized interdictors, their sig radius and extremely slow speeds mean they are pretty much impossible to fly.
4) A gate camp with a large bubble will now prevent any gang jumping in, of any kind (with the exception of cloaking). Effectively shutting down guerrilla warfare, since large bubbles are common place on tq.
5) This is a huge boost to a titan's jump bridge, as that is the only way to get into a system without losing half your gang.
6) This is also a huge boost to cloakers, as the only means of jumping into a bubble camp, since ships are now too slow to decloak people on jump in at a gate with any reasonable reliability.
7) EW (especially ECM, and falcons/rooks) is getting a boost since they are now much harder to kill. They can sit 150km+ from the fight jamming people and it takes 2-3x as long to get to them, giving them ample time to warp out or cloak. I forsee gangs composing of a lot of falcons in the near future...I hope all the carebear whiners like getting jammed.
Since this is a stealth boost for cloaks, everyone and their mother will now fit a cloak. I hate cloaks, and this is far less preferrable than what is currently the case on tq.
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Akane Miyamoto
Paisti Paisti Syndicate
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Posted - 2008.07.29 12:54:00 -
[560]
Originally by: Viper ****zIe After quite a few hours testing on SISI, there are a few obvious problems with some quite possibly overlooked factors in the patch.
Caldari missile ships are vastly overpowered, able to hit pretty much anything at close to full damage due to explosion velocity and generally low speed. As a result of this, fewer players will be able to find smaller ships viable, furthering the shift upward in ship classes. It's looking like BC/BS sized ships will become the norm, especially against anything with missiles, as those are currently the only ships with a decent chance of tanking multiple hostiles.
Amarr is looking great too, due to their amazing tracking an apoc, correctly fit, is able to hit most ships at great range. Tracking becomes a bit of an issue with inties and dictors, but being able to hit anything larger with battleship sized weapons causes a bit of an imbalance, not to mention the fact that missile boats can clean up whatever they miss, currently.
Gallente is looking stronger overall, which is good considering how badly they've been hit in the last couple years. Arazu is looking like one of the strongest ships in the game atm, mostly because it can shut MWDs down at 37.5k with the proper gang/fitting, which is a bit ludicrous.
Minmatar have been completely shafted to be honest. The Tempest and Typhoon have both been hit with mass additions, which, considering how bad these ships already are is quite insane. I currently see no reason to train Matari over any other race. The vagabond is unable to tank properly, and the speed has been reduced by such a factor that it's impossible to avoid damage while surviving long enough to do anything effective. Minmatar ships have effectively been reduced to fodder that can be thrown on the front lines of fights to stop hostiles from shooting ships actually worth caring about.
Overall, nanoships needed to be nerfed a bit, but this is overdoing it quite majorly. Moving polycarbs to be in line with other rigs, perhaps nerfing snakes and lowering the effectiveness of Skirmish modules are all fine changes, and would bring nanoships in line with other forms of tanking quite well, generally lowering LUDICROUS SPEEDS to something more manageable.
The 2pt scram change, while interesting and generally well accepted by the community has inherent flaws, mostly the fact that with current game mechanics it's stupidly overpowered, being able to stop a ship from warping and practically stop it from moving at the same time, you're combining webs and disruptors into a single module that is amazingly more effective then either of them alone.
In conclusion, as it's 05:00 and I'd actually like to get some sleep tonight, the changes that are currently on SISI are excessive, there's no need to kill a type of gameplay because it's somehow thought of as status quo. A small nerf to generate diversity is a great idea, and one I'm sure most of the EVE community would be fully behind, but killing an entire area of gameplay for whatever reason is something that I'd have thought CCP would never have thought of, especially if EVE is to be a true "sandbox".
You gave us the toys we've used, you've provided the sandbox, you've allowed the mold to set. Don't stomp on our castle because it's the easy way out.
/****sla.. signed ---------------
 The Miyamotos, Chapter #1.5 |
|

Leon 026
Caldari Vorace.
 |
Posted - 2008.07.29 12:54:00 -
[561]
Edited by: Leon 026 on 29/07/2008 12:55:57 Edited by: Leon 026 on 29/07/2008 12:54:59
Originally by: Viper ****zIe poast
Yeap, as I posted elsewhere, I am in agreement that polycarbs needed tweaking due to them being overly powerful compared to their low slot counter parts - however making faction MWD or even T2 MWD redundant compared to the T1 version (T2 uses more cap, but is -17% cap instead of -25...) barely offers anything worthwhile.
The implants in my opinion did not need changing either, more specifically the snakes. While the +33% percent would no doubt have a MASSIVE if not overpowered effect at something flying at 14k with a gistii + polycarbs, snakes would add another 4-5 k to it, however should polycarbs get nerfed, snakes too are affected. The problem with the current conception on SiSi is that +16% is barely noticeable when ships are only doing 4-5k in a straight line. That'll mean that in a combat scenario, true speed is usually 50-75% of that number - which leads to another problem is that due to gunnery weapons tracking incredibly well at those speeds (plus with the MWD active), clever tactics or maneuvering is less important. I've had greater success flying a 400mm plate crow against other inties in a game of "who can break the tank first", than trying to do clever maneuvers in a missile crow. I honestly don't think this [4-5km speed level] is a good step for interceptor-related combat, and would rather suggest the nerf of polycarbons first, to lower it to the 6-8km range instead. This is a little too extreme.
 Recruiting |

Haakelen
Gallente Genesis Rising
 |
Posted - 2008.07.29 12:55:00 -
[562]
Edited by: Haakelen on 29/07/2008 12:58:10
Originally by: Seldarine thinking back, this so called nano problem only came about when ccp had the FANTASTIC idea of introducing rigs into the game to vary the setups possible on the ships.
I was pondering this yesterday. Rigs broke a lot of things. EHP (with the HP boost), Energy Locus rigs, speed, etc. CCP is trying to smack things down to fit around rigs instead of vice versa. Ain't good.
Here's something to consider, CCP: Viable PvP above a Tech 1 Cruiser means rigs. Did you intend this?
 My views and opinions represent my corporation just fine, thanks. |

Natalia Kovac
Minmatar Phoenix Tribe
 |
Posted - 2008.07.29 12:55:00 -
[563]
A worthy quote from another guy:
Originally by: Alkie Ok let's see if I can chronicle several patches and what they did to the minmatar race.
T2 ammo nerf: Tremor in anything but large is totally useless because the range was nerfed by half but still retained the 75% tracking penalty. Barrage is the only t2 ammo that is worth a damn currently.
Ship 15% HP buff: Completely removed the advantage of Artillery's alpha strike
Scripting: The tempest is the worst fleet Battleship now by far with a combination of the worst optimal, worst DPS, worst tracking, crappy scan res, and lock range. All of that for a big alpha that is woefully inadequate thanks to the ship HP boost. The muninn is by far the worst hac now, thanks to having an already narrow engagement window plus crappy locktime on small targets ( the ones it was designed to kill) because you have to script for range. Did I already mention how worthless tremor M is?
Bye bye damps: You removed the solo ability of the rapier, making it a glorified and VERY expensive tackler.
Amarr Gods: 80-100 KM Pulse Apocs?! Don't even get me started on the Zealot. You have to be shitting me. If you people are going to keep swinging the nerf bat, you god damn well better fix the stacking penalty for locus rigs.
Shield + armor resist nerf: Took a lot of the punch out of the Minmatar T2 shield resists.
Speed nerf + web nerf + proposed warp jammer changes + polycarb nerf: You CONTINUE to beat the vagabond down to total uselessness. Then you want to make the Rapier/Huginn unable to pin down interceptors. On top of all that, you are basically giving the bonuses of a rapier to the Arazu so it can kill your MWD and tackle you at obscene ranges.
The only good ship I have left is the tanked Sleipnir( no more nano fit). Why don't you remove it's falloff bonus, nerf it's resists(more), and remove a turret while you are at it.
Thank you for removing the last remnants of the soloing part of pvp in eve as well as turning the entire game into even more of a blobfest.
Originally by: Arctur Ceti Pardon my silly question, but I specialize in Gallente ships. Is there any agile Gallente ship I could use to kill a nano and not just have it warp away?
Originally by: Natalia Kovac It's a little tricky using only Gallente. Best bet is probably a BS, fit a couple of Large Neuts. Let him get in his comfort zone, start doing some damage to you. Then make sure you are moving in a direction at max speed with mwd on. Hit the Neuts, overload MWD and Web at 13km and you should be able to grab him.
CCP make me sad. The vast majority of intelligent, active PVP-players know that these changes are far overwrought and almost completely unnecessary.
WTS: Rigged Vaga.
|

Seldarine
Minmatar Destructive Influence Band of Brothers
 |
Posted - 2008.07.29 12:57:00 -
[564]
Originally by: Tomic After some careful testing on sisi, and some long consideration I have come to the following conclusions:
1) Most cruiser sized ships are dead, especially t2 ones. No-one is going to pay the premium for t2 when they can fly a bc for 1/4 of the price, get a ship that tanks more, does more damage and will absolutely destroy and hac that comes near it.
2) Almost all frigates are dead, since they are too easily killed by anything due to their slow speed. Interceptors are just about able to survive 2-3 minutes into a fight.
3) Interdictors/Heavy Interdictors are going to be the ultimate in suicide ships now. There is effectively no way to pilot them without being instapopped as soon as you land. Especially the destroyer sized interdictors, their sig radius and extremely slow speeds mean they are pretty much impossible to fly.
4) A gate camp with a large bubble will now prevent any gang jumping in, of any kind (with the exception of cloaking). Effectively shutting down guerrilla warfare, since large bubbles are common place on tq.
5) This is a huge boost to a titan's jump bridge, as that is the only way to get into a system without losing half your gang.
6) This is also a huge boost to cloakers, as the only means of jumping into a bubble camp, since ships are now too slow to decloak people on jump in at a gate with any reasonable reliability.
7) EW (especially ECM, and falcons/rooks) is getting a boost since they are now much harder to kill. They can sit 150km+ from the fight jamming people and it takes 2-3x as long to get to them, giving them ample time to warp out or cloak. I forsee gangs composing of a lot of falcons in the near future...I hope all the carebear whiners like getting jammed.
Since this is a stealth boost for cloaks, everyone and their mother will now fit a cloak. I hate cloaks, and this is far less preferrable than what is currently the case on tq.
signed.
congratz ccp on trying to solve a problem by creating 15 more to spend 5 years trying to then solve. The next patch is gonna be called EVE Vista? Its like a tech2 microsoft. ______________________________

Seldarine
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Dendo Ordoss
Personal Vendetta Vendetta Alliance.
 |
Posted - 2008.07.29 12:58:00 -
[565]
Originally by: Seldarine thinking back, this so called nano problem only came about when ccp had the FANTASTIC idea of introducing rigs into the game to vary the setups possible on the ships.
gotta love ccp and their grand ideas right
everytime they come out with some new feature they make things totally unbalanced in some other aspect. like hp boost ****ed up the arty pest and so on and so on
 |

Dendo Ordoss
Personal Vendetta Vendetta Alliance.
 |
Posted - 2008.07.29 13:00:00 -
[566]
i can see it now, this change comes. then in a month or two they realise that smaller ships get killed to easy so they have to nerf the damage and about this time next year it takes about 50min to kill a cruiser cause of all nerfs
 |

Leon 026
Caldari Vorace.
 |
Posted - 2008.07.29 13:00:00 -
[567]
Originally by: Haakelen Edited by: Haakelen on 29/07/2008 12:58:10
Originally by: Seldarine thinking back, this so called nano problem only came about when ccp had the FANTASTIC idea of introducing rigs into the game to vary the setups possible on the ships.
I was pondering this yesterday. Rigs broke a lot of things. EHP (with the HP boost), Energy Locus rigs, speed, etc. CCP is trying to smack things down to fit around rigs instead of vice versa. Ain't good.
Here's something to consider, CCP: Viable PvP above a Tech 1 Cruiser means rigs. Did you intend this?
The nano problem only became worse and even more extreme due to polycarbs - I still think that with polycarbs tweaked (instead of killing everything else like MWDs, modules and implants) that the situation can be adjusted and tested before considering further changes.
 Recruiting |

Carebear Caring
 |
Posted - 2008.07.29 13:01:00 -
[568]
Edited by: Carebear Caring on 29/07/2008 13:01:45 good job ccp, listening to a minority of r3t4rds
Congratulations!
|

Daelin Blackleaf
The Reclaimed
 |
Posted - 2008.07.29 13:03:00 -
[569]
Edited by: Daelin Blackleaf on 29/07/2008 13:05:27
Originally by: Viper ****zIe After quite a few hours testing on SISI, there are a few obvious problems with some quite possibly overlooked factors in the patch.
Caldari missile ships are vastly overpowered, able to hit pretty much anything at close to full damage due to explosion velocity and generally low speed. As a result of this, fewer players will be able to find smaller ships viable, furthering the shift upward in ship classes. It's looking like BC/BS sized ships will become the norm, especially against anything with missiles, as those are currently the only ships with a decent chance of tanking multiple hostiles.
Amarr is looking great too, due to their amazing tracking an apoc, correctly fit, is able to hit most ships at great range. Tracking becomes a bit of an issue with inties and dictors, but being able to hit anything larger with battleship sized weapons causes a bit of an imbalance, not to mention the fact that missile boats can clean up whatever they miss, currently.
Gallente is looking stronger overall, which is good considering how badly they've been hit in the last couple years. Arazu is looking like one of the strongest ships in the game atm, mostly because it can shut MWDs down at 37.5k with the proper gang/fitting, which is a bit ludicrous.
Minmatar have been completely shafted to be honest. The Tempest and Typhoon have both been hit with mass additions, which, considering how bad these ships already are is quite insane. I currently see no reason to train Matari over any other race. The vagabond is unable to tank properly, and the speed has been reduced by such a factor that it's impossible to avoid damage while surviving long enough to do anything effective. Minmatar ships have effectively been reduced to fodder that can be thrown on the front lines of fights to stop hostiles from shooting ships actually worth caring about.
Overall, nanoships needed to be nerfed a bit, but this is overdoing it quite majorly. Moving polycarbs to be in line with other rigs, perhaps nerfing snakes and lowering the effectiveness of Skirmish modules are all fine changes, and would bring nanoships in line with other forms of tanking quite well, generally lowering LUDICROUS SPEEDS to something more manageable.
The 2pt scram change, while interesting and generally well accepted by the community has inherent flaws, mostly the fact that with current game mechanics it's stupidly overpowered, being able to stop a ship from warping and practically stop it from moving at the same time, you're combining webs and disruptors into a single module that is amazingly more effective then either of them alone.
In conclusion, as it's 05:00 and I'd actually like to get some sleep tonight, the changes that are currently on SISI are excessive, there's no need to kill a type of gameplay because it's somehow thought of as status quo. A small nerf to generate diversity is a great idea, and one I'm sure most of the EVE community would be fully behind, but killing an entire area of gameplay for whatever reason is something that I'd have thought CCP would never have thought of, especially if EVE is to be a true "sandbox".
You gave us the toys we've used, you've provided the sandbox, you've allowed the mold to set. Don't stomp on our castle because it's the easy way out.
An excellent post summing up the majority of concerns expressed so far.
EDIT: Although I disagree on the 2pt scram issue, I feel it adds variety to both tackling and propulsion mod choices.... at least it would if an AB in 0.0 didn't still look like a med-slot deathwish.
|

Seldarine
Minmatar Destructive Influence Band of Brothers
 |
Posted - 2008.07.29 13:05:00 -
[570]
One thing CCP could have done to give speed a more balanced nerf would not be to remove it or alter it, but simply to add another attribute to ships. So, the faster a ship goes, its guns suffer from some type of penalty and a likewise reduction in performance with missiles and drones.
Would mean speed could be used for tackling/running or whatever but not to actually kill so easily. ______________________________

Seldarine
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