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Thread Statistics | Show CCP posts - 14 post(s) |
Seishi Maru
M. Corp Mostly Harmless
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Posted - 2009.04.30 12:35:00 -
[241]
Originally by: Sleyn Peade
Originally by: CCP Chronotis A bunch of sentences lacking any grasp in reality
Are you kidding???? That's like trying to put out a fire with a flamethrower. That makes the following idea look realistic:
Originally by: SHC Remove the high slots, make it perfectly clear that the Nag is eye candy in a cap fight.
I'll have to admit that this comes from someone who likes the naglfar for all the crazy that it is, rusty, vertical, extra-high, split-weapon and all, and I keep seing people look to the extra high (or the lack of a med/low it causes) as the tank-problem, but I think the best way to fix the ship is to fix damage and tank seperately:
The damage: ->Change the projectile RoF-bonus to 10% (that'll beef up the damage nicely enough) ->Capital projectile-gunz change: Ca. +20% dmg-modifier and +15% RoF (as higher RoF means less shooting it wouldn't be the biggest dps-change, but it'll mean a bigger alpha and less reloading) ->Optimal on the capital arty changed to 72.000m, more hits, more usefull ->Change drone capacity to 375 m3 (Room for 3 handfulls of sentry-drones. The fact that it can't carry 2 right now is just meh)
The tank: -> +120.000 shield hp -> (shield recharge on caps may need to get looked at) -> +80.000 structure hp It's always going to have a worse active tank than anything else, no way around that, even if it got its low/med back it's just the minmatar-style. Giving it a huge shieldbuffer, which is pretty minmatar-characteristic last I checked, and a large structurebuffer, which goes with the ships looks, will make up for the lack of the low/med that was stolen to the highslots.
-> +120 CPU. Even with that it won't be able to fit too good a shield-tank (do the damn math, +70 is just lol), but it'll bring it close enough that named mods and thinking the setup through and passing on the T2-ballistic controls that use 40 ****ing cpu will mean that you can fit the ship without a cpu-enhancer.
That way the ship will be where it belongs, in the minmatar-style wtf-crazy category.
errr you proposed to increase arti range to a SMALLER range that ccp proposed? what?
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Sneer Quen
E X O D U S Imperial Republic Of the North
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Posted - 2009.04.30 12:42:00 -
[242]
still after this changes i will train for another //any // dread
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Rahjadan Shardur
Minmatar Rionnag Alba Against ALL Authorities
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Posted - 2009.04.30 12:56:00 -
[243]
OK did anyone realise that the NAG still has one less slot in the Mid+Low Summ? If the tank is that much weaker than that of the other dreads and it is that much harder to fit damage mods because you'll have to fit two kinds it should be rewarded by massively more damage if you do fit this ship for damage, however the NAG does not outperform the other dreads in any way.
Also i think the Devs should stop to try to microbalance everything into uniformity. this ships are supposed to be disigned by differnt engenieres of differnt empires, they should not perform the exact same task with the same performence. one might be designed with a straiget focus on starbase siege, another might ecceel in fighting other dreads and the moros for instance is in theory capable of fighting smaller ships in addition to the normal dread roles due to its drone bonus.
As i see it the NAG should be disigned with an overwelming firepower but a bit lacking tank, making it a supreme damage dealer to POS and other capitals but also making it more likely (or faster because everything goes down) to go down in an encounter if it is beeing shot at by the enemy fleet. so while it shouldn't take as much firepower to bring down a NAG it sould also take fewer NAGs to take down a POS in an hour than any other kind of dread.
Beeing on top of the Killmail and among the first to fall is the way you fight in a Rebellion and it's the minmatar way. ------------------ In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move. (Douglas Adams) |
muxacb07
Eye of God Intrepid Crossing
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Posted - 2009.04.30 13:02:00 -
[244]
Originally by: Rahjadan Shardur OK did anyone realise that the NAG still has one less slot in the Mid+Low Summ? If the tank is that much weaker than that of the other dreads and it is that much harder to fit damage mods because you'll have to fit two kinds it should be rewarded by massively more damage if you do fit this ship for damage, however the NAG does not outperform the other dreads in any way.
Also i think the Devs should stop to try to microbalance everything into uniformity. this ships are supposed to be disigned by differnt engenieres of differnt empires, they should not perform the exact same task with the same performence. one might be designed with a straiget focus on starbase siege, another might ecceel in fighting other dreads and the moros for instance is in theory capable of fighting smaller ships in addition to the normal dread roles due to its drone bonus.
As i see it the NAG should be disigned with an overwelming firepower but a bit lacking tank, making it a supreme damage dealer to POS and other capitals but also making it more likely (or faster because everything goes down) to go down in an encounter if it is beeing shot at by the enemy fleet. so while it shouldn't take as much firepower to bring down a NAG it sould also take fewer NAGs to take down a POS in an hour than any other kind of dread.
Beeing on top of the Killmail and among the first to fall is the way you fight in a Rebellion and it's the minmatar way.
Agreed couldn't have been put any better way then that...
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RookieEG
Sun Lin Tong Rebellion Alliance
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Posted - 2009.04.30 13:12:00 -
[245]
Edited by: RookieEG on 30/04/2009 13:12:59 funniest thing that Chronotis (or whoever..) throw us a bone with that lousy "changing with the Naglfar" and dissappeared from topic. will he even read all that was written? i doubt that.
anyway:
Quote: 2 gun slots 100% damage role bonus 5% shield boost amount instead of missile RoF 3/6/5 +15% cpu
signed
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Kagura Nikon
Minmatar M. Corp
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Posted - 2009.04.30 13:16:00 -
[246]
Yup...
MAke the naglfar do what its description says it does. But the only way to do it is to get rid of the citatel launchers. Because split weapons means you need 2 times more range modules and damage modules to deploy on equal condition to other dreads..
As was stated earlier. effectively naglfar is missing 5 slots to be able to deploy on euqal condition to other dreads! ------------------------------------------------- If brute force doesn't solve your problem... you are not using enough
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Aya Vandenovich
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Posted - 2009.04.30 13:16:00 -
[247]
Edited by: Aya Vandenovich on 30/04/2009 13:20:25 Edited by: Aya Vandenovich on 30/04/2009 13:20:02 While I'm no expert on cap ships, I'm inclined to agree with what's already been said about the split weapon systems on the Nagalfar. It seems that the issues with the nag are just part of a larger problem with split weapon systems that could perhaps be looked at first.
Edit: The ECM drones thread seems to be going in a similar direction- with the real issues being with the effectiveness of other EWar drones and the ECM mechanic itself. Somewhere In England |
Rhaegor Stormborn
H A V O C
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Posted - 2009.04.30 13:42:00 -
[248]
Originally by: Jelmer As one of those vertically inclined pilots - well, yes, the Nag is in need of some... loving. Yes, it is great to be vertical - but having to train two weapon systems, incl. ofc. supportive skills, to capital level is a pain for most. Sure, I don't care, I did it - but others will come after me.
You do not see a caldari dread with both missile and hybrid...
So, my suggestion would be - remove the missile slots and make this ship pure projectile. Thank you.
/signed
No missiles!!!
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Vlip
Ars ex Discordia GoonSwarm
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Posted - 2009.04.30 13:45:00 -
[249]
Originally by: Rahjadan Shardur OK did anyone realise that the NAG still has one less slot in the Mid+Low Summ? If the tank is that much weaker than that of the other dreads and it is that much harder to fit damage mods because you'll have to fit two kinds it should be rewarded by massively more damage if you do fit this ship for damage, however the NAG does not outperform the other dreads in any way.
Also i think the Devs should stop to try to microbalance everything into uniformity. this ships are supposed to be disigned by differnt engenieres of differnt empires, they should not perform the exact same task with the same performence. one might be designed with a straiget focus on starbase siege, another might ecceel in fighting other dreads and the moros for instance is in theory capable of fighting smaller ships in addition to the normal dread roles due to its drone bonus.
As i see it the NAG should be disigned with an overwelming firepower but a bit lacking tank, making it a supreme damage dealer to POS and other capitals but also making it more likely (or faster because everything goes down) to go down in an encounter if it is beeing shot at by the enemy fleet. so while it shouldn't take as much firepower to bring down a NAG it sould also take fewer NAGs to take down a POS in an hour than any other kind of dread.
Beeing on top of the Killmail and among the first to fall is the way you fight in a Rebellion and it's the minmatar way.
This! I fully approve of the minmatar philosophy exposed by the gentleman in that enemy alliance!
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Slave 2739FKZ
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Posted - 2009.04.30 13:49:00 -
[250]
This all is a waste of time because they will do whatever they want (i.e. not listen to what EVERYBODY is saying). Is disgusting they play at their will with game balance and us just to keep as subscribed training uselesss skills.
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SecHaul
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Posted - 2009.04.30 13:59:00 -
[251]
What we have here is CCP not paying attention to the top 3 list:
1.) Fix projectiles first. Please do not rebalance ship hulls before you fix projectiles. Right now you are attempting to fix capital projectiles and a ship hull in a single thread, they are separate issues.
2.) Fix Minmatar split weapon and split tanking systems. This concept blows, but while it may work 'kinda' in frigate and cruiser sized ships, it scales very very poorly. Probably the #1 reason why Minmatar battleships and capitals suck, high SP for low effectiveness when compared to 'specialized' roles.
3.) Once you have fixed 1 and 2, start paying attention to the ship hulls themselves, and if it requires remodeling, then it requires remodeling, but at least fix the drivers before fixing the hulls, otherwise you'll be in a permanent cycle of 'rebalancing', oh wait...
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Asterisk Grat
Best Path Inc. Ethereal Dawn
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Posted - 2009.04.30 14:02:00 -
[252]
The truth is that there is nothing Versatile about Naglfar at all.
This false sense of versatility cost Naglfar pilots additional training time for torpedoes and both shield and armor tank for minmatar capitals in general to be half as effective as other dreads.
I hope CCP will not just reshuffle some bonuses and make it seem it's been fixed.
All the extra training time should really give advantages over other dreads, not disadvantages.
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prefectro
Minmatar Amok. Minor Threat.
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Posted - 2009.04.30 14:14:00 -
[253]
This is pretty impressive. The belief that the OP is wrong and the Naglfar sucks is near unanimous. That is EXTREMELY rare. All other past changes always had two clear sides (even if one side was much stronger then the other). I am not sure what more CCP wants. You even got non Matar on the Matar side (though most of us, like me, have non Matar chars)
I have hope that the right thing will be done with the Naglfar. Or at least a solution where half the people say it is great and the other half says it sucks. Kinda like every other solution.
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Beyond Horizon
Caldari Solar Dragons SOLAR FLEET
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Posted - 2009.04.30 15:49:00 -
[254]
Originally by: Kagura Nikon Yup...
MAke the naglfar do what its description says it does. But the only way to do it is to get rid of the citatel launchers. Because split weapons means you need 2 times more range modules and damage modules to deploy on equal condition to other dreads..
As was stated earlier. effectively naglfar is missing 5 slots to be able to deploy on euqal condition to other dreads!
Also noone mentioned implants, you can only get 1 set of implants at a time (projectile bonuses or missile bonuses), while other dreads can max out their dps with 1 set, the nag cant.
Yeah CCP, nice thinking. Oh and good to see Chronotis replying to us guys, our feedback is most appreciated it seems! NOT. |
Karenzi
No Trademark
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Posted - 2009.04.30 16:11:00 -
[255]
Originally by: Yorda
- 2 gun slots 100% damage role bonus
- 5% shield boost amount instead of missile RoF
- 3/6/5
- +15% cpu
There I did your job for you.
ugh, this is almost too good for you CCP
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RedSplat
Heretic Army
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Posted - 2009.04.30 16:48:00 -
[256]
Edited by: RedSplat on 30/04/2009 16:55:54
Originally by: Pr1ncess Alia trying to throw us a bone to shut us up. In fact i think you sort of eluded to that in your post, so i thank you for at least that much.
well over a year for you to simply ACKNOWLEDGE that a problem MIGHT exist. Real change and fixes are very very few, excuses and 'someday's are plenty
Also,
I have a feeling CCP will say: 'We want to keep split weapons systems'.
If that is the case, please tweak the boni on the Nagalfar so that with Torp and artillery fitted it does better dps and alpha than say a Rev or Railfit Moros.
I see no benefit to having to suffer gimped tank as is. There is still no benefit with the changes proposed in the OP.
Secretly MirrorGod. Apparently
Originally by: CCP Mitnal
I don't sleep. I am always here. Watching. Waiting.
Originally by: CCP Mitnal it does get progressively longer.
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Tamo Isrect
4Chan.org
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Posted - 2009.04.30 16:55:00 -
[257]
Originally by: Yorda
- 2 gun slots 100% damage role bonus
- 5% shield boost amount instead of missile RoF
- 3/6/5
- +15% cpu
There I did your job for you.
You could swap the shield amount to "Ability to cancel Siege", could be fun and underline the hit-and-run style :>
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RedSplat
Heretic Army
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Posted - 2009.04.30 16:58:00 -
[258]
Originally by: Tamo Isrect
You could swap the shield amount to "Ability to cancel Siege", could be fun and underline the hit-and-run style :>
Or have a siege cycle 1/4 the time of other races while using the same material requirements over time?
Or increase its jump range massively?
Or introduce capital MWD's and give the Nag a velocity bonus. Nagalbond is go. Secretly MirrorGod. Apparently
Originally by: CCP Mitnal
I don't sleep. I am always here. Watching. Waiting.
Originally by: CCP Mitnal it does get progressively longer.
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sinfulangel
H A V O C
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Posted - 2009.04.30 17:19:00 -
[259]
Agree, drop the stupid split weapon system or just delete the ship already. The proposed changes do nothing to address what is actually wrong with the Naglfar.
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CCP Whisper
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Posted - 2009.04.30 17:39:00 -
[260]
Hi. So I just had Abathur and Greyscale and a bunch of other people come into my office asking me how many polygons the Naglfar has and how long it takes us to create a new model. I'm not in the art department but I have to deal with obtaining art resources with every project I take on. The short answer to the first question first: 10098 polygons.
How long does it take to make a ship model or modify an existing one? Anywhere from six months to a year, depending on the size and complexity. First we have to concept the ship or modification. This has to pass review by the lead artists (Asgeir being the main one of those) and believe me, the standards for art quality and concepting are extremely high. Then the accepted concepting proposal goes into extended concepting, detailing all angles of the proposed object. Not just how it is meant to look, but how light should fall on it, how it reflects, what sort of textures are where. How do the thrusters fire? Where are the turrets located? Do we want moving parts? Do we need faction variants? This is an incredibly detailed and complicated process because it has to be. Otherwise we deliver a concept for a battleship to the outsourcers and get a flashlight back. Yes, similar things to that have happened.
There then follows a lengthy process of back and forth between CCP and its outsourcers where models are tweaked, adjusted and finished. Then it comes back to us for more adjustment by the in-house art team. Shaders and such need to be generated and applied. If we want faction variants, that needs to be done several times. Then the whole model is baked and integrated into the client. Where it is tested for appearance. And changed based on testing. Which requires repetition of some of the steps above. All throughout this there are numerous reviews of the work by the lead artists. The whole process is a little bit more complex than firing up google sketch and hitting the magic "Put Into Game" button after half an hour of putzing around.
And all that I have described above takes place for every single thing we make and none of it is optional. At any given time we have several dozen objects at various stages of the process, requiring review, supervision and control. The entire process is in and of itself almost worthy of an hour-long documentary film. So things like "JUST ADD ANOTHER TURRET SLOT" are quite a bit more complex than copy pasting some textures.
OH! I almost forgot: Dreadnoughts are special because they have animations and this adds yet another chunk of work to be completed. That work needs to be done by the team up in the graphics cell, who would much rather work on optimising and improving the graphics engine to play better, stronger, faster, etc. So getting time from them is like pulling teeth. So for adding another turret slot to a dreadnought, add about another six to eight weeks for core graphics deliverables and associated QA.
And just for comedy value: When we asked the art department whether they couldn't just cut the Naglfar in half and use copy/paste to add a third turret bit, they threatened us with large rulers, scalpels and various other dangerous implements that artists like to surround themselves with in case someone from game design comes in and asks them a stupid question. I love my job. Really I do.
Perhaps now we can get some more constructive feedback and suggestions that build up on the several good comments that have already been made? Preferably ones that do not require us to rebuild the ship model in order to balance it.
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Incantare
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Posted - 2009.04.30 17:40:00 -
[261]
Edited by: Incantare on 30/04/2009 17:43:38
There are plenty of good suggestions in this thread but I'm afraid they're all going to be wasted as CCP once again decide to do their own thing.
For the Nag: scrap the split weapon system which massively fails on a dread. How many times does it need to be repeated?
Citadels: boost the explosion velocity, change them in a similar way to regular torps (+ damage - range). Introduce capital cruise missiles for long range with enough velocity to be effective.
Or just remove citadels from the game and be done with it. Make the Phoenix a dread sized Rokh. It's sadening that the long range race is the worst at long range capital fights.
I have absolutely no faith in CCP getting any of these issues fixed in a reasonable amount of time. Revelation here I come.
Quote:
Perhaps now we can get some more constructive feedback and suggestions that build up on the several good comments that have already been made? Preferably ones that do not require us to rebuild the ship model in order to balance it.
You've already received an answer. Two turrets with 100% damage bonus and an extra mid. No modelling required.
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Professor Dumbledore
Amarr GoonFleet GoonSwarm
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Posted - 2009.04.30 17:44:00 -
[262]
Originally by: CCP Whisper Hi. So I just had Abathur and Greyscale and a bunch of other people come into my office asking me how many polygons the Naglfar has and how long it takes us to create a new model. I'm not in the art department but I have to deal with obtaining art resources with every project I take on. The short answer to the first question first: 10098 polygons.
How long does it take to make a ship model or modify an existing one? Anywhere from six months to a year, depending on the size and complexity. First we have to concept the ship or modification. This has to pass review by the lead artists (Asgeir being the main one of those) and believe me, the standards for art quality and concepting are extremely high. Then the accepted concepting proposal goes into extended concepting, detailing all angles of the proposed object. Not just how it is meant to look, but how light should fall on it, how it reflects, what sort of textures are where. How do the thrusters fire? Where are the turrets located? Do we want moving parts? Do we need faction variants? This is an incredibly detailed and complicated process because it has to be. Otherwise we deliver a concept for a battleship to the outsourcers and get a flashlight back. Yes, similar things to that have happened.
There then follows a lengthy process of back and forth between CCP and its outsourcers where models are tweaked, adjusted and finished. Then it comes back to us for more adjustment by the in-house art team. Shaders and such need to be generated and applied. If we want faction variants, that needs to be done several times. Then the whole model is baked and integrated into the client. Where it is tested for appearance. And changed based on testing. Which requires repetition of some of the steps above. All throughout this there are numerous reviews of the work by the lead artists. The whole process is a little bit more complex than firing up google sketch and hitting the magic "Put Into Game" button after half an hour of putzing around.
And all that I have described above takes place for every single thing we make and none of it is optional. At any given time we have several dozen objects at various stages of the process, requiring review, supervision and control. The entire process is in and of itself almost worthy of an hour-long documentary film. So things like "JUST ADD ANOTHER TURRET SLOT" are quite a bit more complex than copy pasting some textures.
OH! I almost forgot: Dreadnoughts are special because they have animations and this adds yet another chunk of work to be completed. That work needs to be done by the team up in the graphics cell, who would much rather work on optimising and improving the graphics engine to play better, stronger, faster, etc. So getting time from them is like pulling teeth. So for adding another turret slot to a dreadnought, add about another six to eight weeks for core graphics deliverables and associated QA.
And just for comedy value: When we asked the art department whether they couldn't just cut the Naglfar in half and use copy/paste to add a third turret bit, they threatened us with large rulers, scalpels and various other dangerous implements that artists like to surround themselves with in case someone from game design comes in and asks them a stupid question. I love my job. Really I do.
Perhaps now we can get some more constructive feedback and suggestions that build up on the several good comments that have already been made? Preferably ones that do not require us to rebuild the ship model in order to balance it.
We already told you how to fix it without chaning the model you stupid bone head.
Originally by: Yorda
- 2 gun slots 100% damage role bonus
- 5% shield boost amount instead of missile RoF
- 3/6/5
- +15% cpu
There I did your job for you.
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isdisco3
Reaper Industries Eternal Rapture
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Posted - 2009.04.30 17:44:00 -
[263]
Edited by: isdisco3 on 30/04/2009 17:47:27
Originally by: Sock Monster
3 highs (2 turret, 2 missile hardpoints) 6 meds 7 lows
Bonus: XL- Projectile damage per level (#%), Capital Launcher Damage per level (#%) XL- Projectile fall off per level (5%) Citadel Torpedo Explosion velocity per level (5%) 99% CPU requirement for siege modules per level
This is a fantastic idea. It keeps the dual-weapons people satisfied because they can fit whichever, makes the nag able to tank and fit one type of damage mod, and makes it able to fit a tank. It doesn't require re-making the ship model, at all. The model stays exactly the same.
The bonuses should be geared to make up for a typical dread's damage (with 3 guns). IE, a rev gets 5% ROF for a max of 25% more DPS times 3 guns (making it 3.8 or something effectively). So make the nag's bonuses be 40% each, per level. At level 5, you'd have 200% damage on 2 guns / missiles, making it on par (slightly higher than most actually) with the other dreads damage.
And buff the capital artilleries / ac's of course, something close to their proposed change.
*40% may be too high, but hey the nag has sucked for so long, I think it would be fitting for it to suddenly become the most dps dread. And it does take the most skillage.
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Seishi Maru
M. Corp Mostly Harmless
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Posted - 2009.04.30 17:59:00 -
[264]
Edited by: Seishi Maru on 30/04/2009 18:00:16 All that time to handle a model and yet every few patches we have notes of "missing textures on ship XX have been corrected " etc...
Sorry but As someoen that worked with art deprtment on other game houses in work simmilar to yours.. I must say your art pipeline SUCKS!
Suerly findign out time when you already have a complicated schedule is problematic.. but LOL for 1 year. Do not think everyone on these forums have zero knowledge of how this type of things are done. All places were I worked If we had asked for 1 MONTH to make that we woudl have been fired on spot...
EVEN so the players here already gave answers taht do not require any modelling....
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Ral K'Daro
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Posted - 2009.04.30 18:06:00 -
[265]
Originally by: isdisco3 - 3 highs (2 turret, 2 missile hardpoints) - 5 meds - 7 lows
Bonus: - XL- Projectile damage per level (40%), Capital Launcher Damage per level (40%) - XL- Projectile fall off per level (5%) Citadel Torpedo velocity per level (5%) - 99% CPU requirement for siege modules per level
THIS.
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Xelios
Minmatar Broski Enterprises Avarice.
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Posted - 2009.04.30 18:08:00 -
[266]
Originally by: CCP Whisper
Perhaps now we can get some more constructive feedback and suggestions that build up on the several good comments that have already been made? Preferably ones that do not require us to rebuild the ship model in order to balance it.
If we're going to keep the split weapons layout then the Nag must be able to shield tank, anything else just wouldn't make sense considering the need to fit twice as many damage mods to be effective. Unless you're prepared to give it 8 lows.
To shield tank effectively the Nag will need:
* 15-20% more CPU * At least 1 more mid slot * Possibly remove 1 low
For the weapons to be brought up to par they'll need the bonuses mentioned earlier in this thread:
* XL- Projectile damage per level (#%), Capital Launcher Damage per level (#%) * XL- Projectile fall off per level (5%) Citadel Torpedo Explosion velocity per level (5%)
Or alternatively a 100% damage bonus to both weapon types PLUS regular ship bonuses of some kind, while dropping the number of high slots to 3.
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Adeline Gray
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Posted - 2009.04.30 18:08:00 -
[267]
CCP, you need to read this thread, and then read it again. Do not get hung up on ideas which you can not realistically implement, then go back over the other 5 or 6 very good points made over and over again by some of your experienced long time loyal customers. There are plenty of solutions in this thread, all of which make perfect sense and are excellent ideas on how to fix this ship. Once you have read the entire thread, do it again. Then start to think which solutions you would be willing to incorporate.
DO NOT DO YOUR OWN THING AND IGNORE US. It has been proven time and time again in the history of Eve that when this happens CCP either overpowers or nerfs to obvlion. Just take these ideas, and meld them together into something that address the real problems.
Split weapon systems Split/dual type tanks (i.e. Shield/Armor) Minmatar Artillery in general Compare The Nag (And Nid) To Every other capital
Those are our problems.
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Professor Dumbledore
Amarr GoonFleet GoonSwarm
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Posted - 2009.04.30 18:08:00 -
[268]
Edited by: Professor Dumbledore on 30/04/2009 18:07:58
Quote: - 3 highs (2 turret, 2 missile hardpoints) - 5 meds - 7 lows
Bonus: - XL- Projectile damage per level (40%), Capital Launcher Damage per level (40%) - XL- Projectile fall off per level (5%) Citadel Torpedo velocity per level (5%) - 99% CPU requirement for siege modules per level
This is actaully an intresting idea as you get to keep both weapon systems but if we change it so it effectively doubles the damage its doing
3 highs (2 turret, 2 missile hardpoints) - 6 meds - 6 lows
Bonus: - XL- Projectile damage per level (20%), Capital Launcher Damage per level (20%) Or a Role bonus of 100% the role bonus would likely work better. - XL- Projectile fall off per level (5%) Citadel Torpedo velocity per level (5%) - 99% CPU requirement for siege modules per level
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Megan Maynard
Minmatar Out of Order Tenth Legion
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Posted - 2009.04.30 18:08:00 -
[269]
* 2 gun slots 100% damage role bonus
* 5% shield boost amount instead of missile RoF
* 4/6/5
* +15% cpu
This TBH.
And keep the missile hard point and have it be unbonused like most minmatar ships. Stop, hammer time. |
Isaac Starstriker
Amarr Solaris Operations
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Posted - 2009.04.30 18:12:00 -
[270]
Originally by: Seishi Maru Edited by: Seishi Maru on 30/04/2009 18:00:16 All that time to handle a model and yet every few patches we have notes of "missing textures on ship XX have been corrected " etc...
Sorry but As someoen that worked with art deprtment on other game houses in work simmilar to yours.. I must say your art pipeline SUCKS!
Suerly findign out time when you already have a complicated schedule is problematic.. but LOL for 1 year. Do not think everyone on these forums have zero knowledge of how this type of things are done. All places were I worked If we had asked for 1 MONTH to make that we woudl have been fired on spot...
EVEN so the players here already gave answers taht do not require any modelling....
I'm sorry, but your games are?....I thought so. Not nearly as complex as this game I'm sure, so shut the heck up and quit being an egotistical person who thinks you know what your talking about. You don't.
To everyone else, try and fix the current model (which is possible) and quit crying to CCP about it.
--Isaac Isaac's Haul*Mart - Closed
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