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Keltin
|
Posted - 2004.09.15 21:24:00 -
[1]
Originally by: http://www.eve-i.com/home/dancer/page/page_fullnews.php?id=1805 Hakera> Lord_Anubis> hi in the last dev chat we were told that projectiles were getting looked at have any ideas come of this since and if so when will it be applied ie post shiva?
Hammerhead> Yes this is a post shiva thing. There is so much stuff to balance that's in shiva that any tweaking we do to projectiles is going to have to wait until then.
Hammerhead> One thing I some some players might not know is that some of the projectiles like the 1400mm work better past their optimal range.
Hammerhead> Due to the way that tracking works.
Hammerhead> So your answer is no they haven't been looked at yet but as soon as there is time we will dig into that more.
Hammerhead> * that line above should have read "One thing I think some..."
This is interesting from the devs. He states specifically that the optimal range is not correct for 1400mm. Can it be assumed that ALL artillery suffers from this same circumstance? Have the devs dropped this little nugget of information so they can put off making the actual fix even longer? I don't know exactly what the deal is, but if someone knows what the real range for artillery projectiles are can you please post that information? "I have never had so much fun playing a game that I have trouble staying awake playing!" |

Keltin
|
Posted - 2004.09.15 21:24:00 -
[2]
Originally by: http://www.eve-i.com/home/dancer/page/page_fullnews.php?id=1805 Hakera> Lord_Anubis> hi in the last dev chat we were told that projectiles were getting looked at have any ideas come of this since and if so when will it be applied ie post shiva?
Hammerhead> Yes this is a post shiva thing. There is so much stuff to balance that's in shiva that any tweaking we do to projectiles is going to have to wait until then.
Hammerhead> One thing I some some players might not know is that some of the projectiles like the 1400mm work better past their optimal range.
Hammerhead> Due to the way that tracking works.
Hammerhead> So your answer is no they haven't been looked at yet but as soon as there is time we will dig into that more.
Hammerhead> * that line above should have read "One thing I think some..."
This is interesting from the devs. He states specifically that the optimal range is not correct for 1400mm. Can it be assumed that ALL artillery suffers from this same circumstance? Have the devs dropped this little nugget of information so they can put off making the actual fix even longer? I don't know exactly what the deal is, but if someone knows what the real range for artillery projectiles are can you please post that information? "I have never had so much fun playing a game that I have trouble staying awake playing!" |

Gariuys
|
Posted - 2004.09.15 21:36:00 -
[3]
Don't think you got what he said.
Optimal and falloff stats govern the chance you've got to hit given range factors alone, 100% in optimal, and it lowers with a curve towards 50% at optimal+falloff. that covers range alone. Another factor in hitting is tracking. With the way tracking works, the lower your tracking, your changes of hitting a moving target are better further and further out. The end result is that optimal no longer gives you the exact range you wanna be shooting at.
Thing is as well, the bigger the range nerf on your ammo, the further from optimal you wanna be at, while when using a long range ammo, optimal, very close or even within optimal might be the range where you get highest DOT.
There's no clear answer to the question i use 1400mms what range should I shoot at, it depends on target and own movement, modules used, skill lvls, ammo used.
Experience, and experimenting are your best bet at getting best performance from any turret. ~{When evil and strange get together anything is possible}~ A tool is only useless when you don't know how to use it. - ActiveX The grass is always greener on the other side. - JoCool |

Gariuys
|
Posted - 2004.09.15 21:36:00 -
[4]
Don't think you got what he said.
Optimal and falloff stats govern the chance you've got to hit given range factors alone, 100% in optimal, and it lowers with a curve towards 50% at optimal+falloff. that covers range alone. Another factor in hitting is tracking. With the way tracking works, the lower your tracking, your changes of hitting a moving target are better further and further out. The end result is that optimal no longer gives you the exact range you wanna be shooting at.
Thing is as well, the bigger the range nerf on your ammo, the further from optimal you wanna be at, while when using a long range ammo, optimal, very close or even within optimal might be the range where you get highest DOT.
There's no clear answer to the question i use 1400mms what range should I shoot at, it depends on target and own movement, modules used, skill lvls, ammo used.
Experience, and experimenting are your best bet at getting best performance from any turret. ~{When evil and strange get together anything is possible}~ A tool is only useless when you don't know how to use it. - ActiveX The grass is always greener on the other side. - JoCool |

Dred 'Morte
|
Posted - 2004.09.15 21:37:00 -
[5]
i think the true optimal of 1400mm is Optimal+Falloff
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Dred 'Morte
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Posted - 2004.09.15 21:37:00 -
[6]
i think the true optimal of 1400mm is Optimal+Falloff
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Imhotep Khem
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Posted - 2004.09.15 22:15:00 -
[7]
They all been workin @ optimal + falloff since they nerf 2-3 patches ago. I think everyone that pays attention will have known that. Especially when you cant hit at optimal _at all_.
Then about 2 patches ago when the rest of the guns were fixed, most of the projectiles were fixed as well. Except the big ones accidentally got an additional nerf.
So I am totally baffled as to why the projectiles need balancing while all the rest are supposed to be balanced. They wont even fix the mistaken double nerf, which effectively is a triple nerf since its 3 nerf sizes away from where its supposed to be, if you get my math.
Fix the damn mistake, then lets talk about further balance.
Why do I always seem to pick the race that gets nerfed in every game I'm not really that bummed out. But i wish they would simply fix their boo-boo. ____ If your not dyin' your not tryin'. |

Imhotep Khem
|
Posted - 2004.09.15 22:15:00 -
[8]
They all been workin @ optimal + falloff since they nerf 2-3 patches ago. I think everyone that pays attention will have known that. Especially when you cant hit at optimal _at all_.
Then about 2 patches ago when the rest of the guns were fixed, most of the projectiles were fixed as well. Except the big ones accidentally got an additional nerf.
So I am totally baffled as to why the projectiles need balancing while all the rest are supposed to be balanced. They wont even fix the mistaken double nerf, which effectively is a triple nerf since its 3 nerf sizes away from where its supposed to be, if you get my math.
Fix the damn mistake, then lets talk about further balance.
Why do I always seem to pick the race that gets nerfed in every game I'm not really that bummed out. But i wish they would simply fix their boo-boo. ____ If your not dyin' your not tryin'. |

Darkwolf
|
Posted - 2004.09.15 22:26:00 -
[9]
Edited by: Darkwolf on 15/09/2004 22:28:21 Great.
So Minmatar weapons are supposed to operate way beyond their optimal range, to avoid their miserable tracking. Which then means they are going to miss more anyway (compared to other turrets) because they're shooting into their falloff.
Oh, and they have a lower base DoT anyway. Oh yeah, and then all the Minmatar pilots get told that they'll have to wait an indeterminate amount of time (at least two months) before their racial weapon is made useable.
Brilliant, CCP. Just brilliant.
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Darkwolf
|
Posted - 2004.09.15 22:26:00 -
[10]
Edited by: Darkwolf on 15/09/2004 22:28:21 Great.
So Minmatar weapons are supposed to operate way beyond their optimal range, to avoid their miserable tracking. Which then means they are going to miss more anyway (compared to other turrets) because they're shooting into their falloff.
Oh, and they have a lower base DoT anyway. Oh yeah, and then all the Minmatar pilots get told that they'll have to wait an indeterminate amount of time (at least two months) before their racial weapon is made useable.
Brilliant, CCP. Just brilliant.
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Meridius
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Posted - 2004.09.15 22:46:00 -
[11]
Apparently, Shiva is more important to CCP then the current state of affairs on TQ.
I wish they would just fix the guns/missles once and for all so EVE can move forward instead of the nerf bat moving from weapon to weapon.
________________________________________________________
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Meridius
|
Posted - 2004.09.15 22:46:00 -
[12]
Apparently, Shiva is more important to CCP then the current state of affairs on TQ.
I wish they would just fix the guns/missles once and for all so EVE can move forward instead of the nerf bat moving from weapon to weapon.
________________________________________________________
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Selim
|
Posted - 2004.09.15 23:48:00 -
[13]
Edited by: Selim on 15/09/2004 23:58:10 The funny thing is, the 425mm Railgun will have higher optimal + falloff range than the 1400mm when using the ammos that give longer range, all while having better tracking and better damage.
Honestly... I have no idea what the devs are thinking. Artillery sucks. Its completely useless. The other weapons use a small amount of cap, sure, but the other ships also have ****loads more capacitor. It doesnt do anything.
Minmatar were supposed to be the best damaging ships at long range. Now they're the worst. A 425mm railgun will outdamage a 1400mm at short range, medium range, and long range, it will out track it, it will even out range it at some points. When its not outranging it its only slightly behind.
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Selim
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Posted - 2004.09.15 23:48:00 -
[14]
Edited by: Selim on 15/09/2004 23:58:10 The funny thing is, the 425mm Railgun will have higher optimal + falloff range than the 1400mm when using the ammos that give longer range, all while having better tracking and better damage.
Honestly... I have no idea what the devs are thinking. Artillery sucks. Its completely useless. The other weapons use a small amount of cap, sure, but the other ships also have ****loads more capacitor. It doesnt do anything.
Minmatar were supposed to be the best damaging ships at long range. Now they're the worst. A 425mm railgun will outdamage a 1400mm at short range, medium range, and long range, it will out track it, it will even out range it at some points. When its not outranging it its only slightly behind.
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Kaylona Tso
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Posted - 2004.09.16 00:09:00 -
[15]
That_is_without_a_doubt_absolute_b*llsh*t! tomB your supposed to speak a bit louder in the staff meetings m8... you know what the customers want! -----
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Kaylona Tso
|
Posted - 2004.09.16 00:09:00 -
[16]
That_is_without_a_doubt_absolute_b*llsh*t! tomB your supposed to speak a bit louder in the staff meetings m8... you know what the customers want! -----
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Selim
|
Posted - 2004.09.16 00:22:00 -
[17]
Edited by: Selim on 16/09/2004 00:33:19 What needs to be done:
Artillery - increase the small artillery (250mm, 650mm, 1200mm) from damage mod of 3.5 to 3.85, larger ones (280mm, 720mm, 1400mm) from 5 to 5.5.
Then also make the projectile ammo do damage on par with the others.
Increase optimal range by 10%.
Then you have a high damage, low tracking long range weapon. Thats what Minmatar ships are all about.
And you must also recognize... that with these stats, the artillery will still only be equal to hybrids when the ship has one more damage mod than the other.
So, only a Tempest, with its TWO damage mods, would its artillery damage per second come equal to a 425mm railgun on a megathron. The minmatar ships with only one damage modifier would still do less damage.
This is the problem. All projectiles, right now, need a ship bonus to come close to the damage of a hybrid or laser, without ship bonus.
My ideas will make artillery balanced again.
Autocannons - Make the short range ammo on par with the hybrid. Other than that, its good. Autocannons do their role fine.
I forgot to mention the fact that large projectiles use 3 cap. Take that away, it doesnt do anything in the first place, taking it away would at least let the guns fire when you have 0 cap, which happens alot on minmatar ships... and then adding some projectile bonus to the controlled bursts skill, which gives a bonus to hybrids and lasers, but not projectiles. Unbalanced.
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Selim
|
Posted - 2004.09.16 00:22:00 -
[18]
Edited by: Selim on 16/09/2004 00:33:19 What needs to be done:
Artillery - increase the small artillery (250mm, 650mm, 1200mm) from damage mod of 3.5 to 3.85, larger ones (280mm, 720mm, 1400mm) from 5 to 5.5.
Then also make the projectile ammo do damage on par with the others.
Increase optimal range by 10%.
Then you have a high damage, low tracking long range weapon. Thats what Minmatar ships are all about.
And you must also recognize... that with these stats, the artillery will still only be equal to hybrids when the ship has one more damage mod than the other.
So, only a Tempest, with its TWO damage mods, would its artillery damage per second come equal to a 425mm railgun on a megathron. The minmatar ships with only one damage modifier would still do less damage.
This is the problem. All projectiles, right now, need a ship bonus to come close to the damage of a hybrid or laser, without ship bonus.
My ideas will make artillery balanced again.
Autocannons - Make the short range ammo on par with the hybrid. Other than that, its good. Autocannons do their role fine.
I forgot to mention the fact that large projectiles use 3 cap. Take that away, it doesnt do anything in the first place, taking it away would at least let the guns fire when you have 0 cap, which happens alot on minmatar ships... and then adding some projectile bonus to the controlled bursts skill, which gives a bonus to hybrids and lasers, but not projectiles. Unbalanced.
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Kaylona Tso
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Posted - 2004.09.16 00:52:00 -
[19]
minny ships need longer targeting ranges. they need more damage on gun and ammo needs to have more damage. it would be nice to replace their pre-nerf stats. its as simple as that. -----
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Kaylona Tso
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Posted - 2004.09.16 00:52:00 -
[20]
minny ships need longer targeting ranges. they need more damage on gun and ammo needs to have more damage. it would be nice to replace their pre-nerf stats. its as simple as that. -----
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Imhotep Khem
|
Posted - 2004.09.16 01:56:00 -
[21]
No we dont even need to think up any solutions. CCP already had the solution. In stead of increasing the artillery falloff, they mistakenly reduced it. If they simply fix their error...
I have been completely baffled at how they could admit the mistake, but continue to create patches that do not address this incredibly simple patch. Nor do they state that they state what the deal is with why they wont fix it!!
CCP, if you changed yoru mine on the projectiles, just say so. Drop the mistake charade and admit to hosing the minmatar. ____ If your not dyin' your not tryin'. |

Imhotep Khem
|
Posted - 2004.09.16 01:56:00 -
[22]
No we dont even need to think up any solutions. CCP already had the solution. In stead of increasing the artillery falloff, they mistakenly reduced it. If they simply fix their error...
I have been completely baffled at how they could admit the mistake, but continue to create patches that do not address this incredibly simple patch. Nor do they state that they state what the deal is with why they wont fix it!!
CCP, if you changed yoru mine on the projectiles, just say so. Drop the mistake charade and admit to hosing the minmatar. ____ If your not dyin' your not tryin'. |

Kaylona Tso
|
Posted - 2004.09.16 03:32:00 -
[23]
I for one would like Minnie's with projectiles and Caldari's with missiles to have a specific role given to them that are balanced against lasers and hybrids. -----
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Kaylona Tso
|
Posted - 2004.09.16 03:32:00 -
[24]
I for one would like Minnie's with projectiles and Caldari's with missiles to have a specific role given to them that are balanced against lasers and hybrids. -----
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Istvaan Shogaatsu
|
Posted - 2004.09.16 04:58:00 -
[25]
Their abject refusal to address the rapidly growing crop of balance problems is mind-boggling. Postponing it until they're finished with Shiva however, is almost infuriating. Shouldn't have started on Shiva if you haven't finished with balancing, I say...
So many things are currently wrong. Minmatar players are mounting mega pulse lasers (or The Best Gun In The UniverseŽ) on their Tempests and Typhoons because of the staggering discrepancy in effectiveness between mega pulse lasers and BS projectiles... named projectile cannons and mega beam lasers are equally devalued on escrow, with people desperately trying to get rid of these unwanted guns to generate money to buy 40 million ISK mega pulses... wow.
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Istvaan Shogaatsu
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Posted - 2004.09.16 04:58:00 -
[26]
Their abject refusal to address the rapidly growing crop of balance problems is mind-boggling. Postponing it until they're finished with Shiva however, is almost infuriating. Shouldn't have started on Shiva if you haven't finished with balancing, I say...
So many things are currently wrong. Minmatar players are mounting mega pulse lasers (or The Best Gun In The UniverseŽ) on their Tempests and Typhoons because of the staggering discrepancy in effectiveness between mega pulse lasers and BS projectiles... named projectile cannons and mega beam lasers are equally devalued on escrow, with people desperately trying to get rid of these unwanted guns to generate money to buy 40 million ISK mega pulses... wow.
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Teras Dragimel
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Posted - 2004.09.16 05:08:00 -
[27]
my minnie character started out in june, being training minnie ship and proj. skills since. people told me big proj. are borked but i didn't care, because i trusted ccp would have it fixed as soon asap. now 3 months on, i'v got my minnie bs, only to find that the big proj. are still borked and they have no plan to fix them. this game's no fun no more.
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Teras Dragimel
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Posted - 2004.09.16 05:08:00 -
[28]
my minnie character started out in june, being training minnie ship and proj. skills since. people told me big proj. are borked but i didn't care, because i trusted ccp would have it fixed as soon asap. now 3 months on, i'v got my minnie bs, only to find that the big proj. are still borked and they have no plan to fix them. this game's no fun no more.
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Gariuys
|
Posted - 2004.09.16 06:51:00 -
[29]
Originally by: Darkwolf Edited by: Darkwolf on 15/09/2004 22:28:21 Great.
So Minmatar weapons are supposed to operate way beyond their optimal range, to avoid their miserable tracking. Which then means they are going to miss more anyway (compared to other turrets) because they're shooting into their falloff.
Considering the falloff curve, and how tracking works, those misses aren't all that common. And are nullifed and then some by the increased damage cause you track better. When all your hits are well aimed or excellent you can suffer a miss or two. ~{When evil and strange get together anything is possible}~ A tool is only useless when you don't know how to use it. - ActiveX The grass is always greener on the other side. - JoCool |

Gariuys
|
Posted - 2004.09.16 06:51:00 -
[30]
Originally by: Darkwolf Edited by: Darkwolf on 15/09/2004 22:28:21 Great.
So Minmatar weapons are supposed to operate way beyond their optimal range, to avoid their miserable tracking. Which then means they are going to miss more anyway (compared to other turrets) because they're shooting into their falloff.
Considering the falloff curve, and how tracking works, those misses aren't all that common. And are nullifed and then some by the increased damage cause you track better. When all your hits are well aimed or excellent you can suffer a miss or two. ~{When evil and strange get together anything is possible}~ A tool is only useless when you don't know how to use it. - ActiveX The grass is always greener on the other side. - JoCool |

Gariuys
|
Posted - 2004.09.16 06:54:00 -
[31]
Originally by: Imhotep Khem No we dont even need to think up any solutions. CCP already had the solution. In stead of increasing the artillery falloff, they mistakenly reduced it. If they simply fix their error...
I have been completely baffled at how they could admit the mistake, but continue to create patches that do not address this incredibly simple patch. Nor do they state that they state what the deal is with why they wont fix it!!
CCP, if you changed yoru mine on the projectiles, just say so. Drop the mistake charade and admit to hosing the minmatar.
It was reduced cause of the chance to the falloff formula, it used to be 0% at optimal+falloff with a very sharp drop off starting at optimal. It now is a different curve that ends at 50% at optimal+falloff. ~{When evil and strange get together anything is possible}~ A tool is only useless when you don't know how to use it. - ActiveX The grass is always greener on the other side. - JoCool |

Gariuys
|
Posted - 2004.09.16 06:54:00 -
[32]
Originally by: Imhotep Khem No we dont even need to think up any solutions. CCP already had the solution. In stead of increasing the artillery falloff, they mistakenly reduced it. If they simply fix their error...
I have been completely baffled at how they could admit the mistake, but continue to create patches that do not address this incredibly simple patch. Nor do they state that they state what the deal is with why they wont fix it!!
CCP, if you changed yoru mine on the projectiles, just say so. Drop the mistake charade and admit to hosing the minmatar.
It was reduced cause of the chance to the falloff formula, it used to be 0% at optimal+falloff with a very sharp drop off starting at optimal. It now is a different curve that ends at 50% at optimal+falloff. ~{When evil and strange get together anything is possible}~ A tool is only useless when you don't know how to use it. - ActiveX The grass is always greener on the other side. - JoCool |

Nomispanco
|
Posted - 2004.09.16 10:43:00 -
[33]
Edited by: Nomispanco on 23/12/2004 12:09:27
Originally by: http://www.eve-i.com/home/dancer/page/page_fullnews.php?id=1805 Hakera> Lord_Anubis> hi in the last dev chat we were told that projectiles were getting looked at have any ideas come of this since and if so when will it be applied ie post shiva?
Hammerhead> Yes this is a post shiva thing. There is so much stuff to balance that's in shiva that any tweaking we do to projectiles is going to have to wait until then.
Hammerhead> One thing I some some players might not know is that some of the projectiles like the 1400mm work better past their optimal range.
Hammerhead> Due to the way that tracking works.
Hammerhead> So your answer is no they haven't been looked at yet but as soon as there is time we will dig into that more.
Hammerhead> * that line above should have read "One thing I think some..."
So i hope CCP will give me back the money for the xxx months i can't really play with my favorite ship / weapons until they fix it.  
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Nomispanco
|
Posted - 2004.09.16 10:43:00 -
[34]
Edited by: Nomispanco on 23/12/2004 12:09:27
Originally by: http://www.eve-i.com/home/dancer/page/page_fullnews.php?id=1805 Hakera> Lord_Anubis> hi in the last dev chat we were told that projectiles were getting looked at have any ideas come of this since and if so when will it be applied ie post shiva?
Hammerhead> Yes this is a post shiva thing. There is so much stuff to balance that's in shiva that any tweaking we do to projectiles is going to have to wait until then.
Hammerhead> One thing I some some players might not know is that some of the projectiles like the 1400mm work better past their optimal range.
Hammerhead> Due to the way that tracking works.
Hammerhead> So your answer is no they haven't been looked at yet but as soon as there is time we will dig into that more.
Hammerhead> * that line above should have read "One thing I think some..."
So i hope CCP will give me back the money for the xxx months i can't really play with my favorite ship / weapons until they fix it.  
|

Jan Ors
|
Posted - 2004.09.16 11:07:00 -
[35]
CCP's attitude to balancing issues can be surmised thusly:
'We know it's broken, but we're busy.' ________
My chosen sig won't fit. Fah. |

Jan Ors
|
Posted - 2004.09.16 11:07:00 -
[36]
CCP's attitude to balancing issues can be surmised thusly:
'We know it's broken, but we're busy.' ________
My chosen sig won't fit. Fah. |

Raven Dru
|
Posted - 2004.09.16 11:42:00 -
[37]
Well its nice to know that i can now cross off minmitar ships as the way forwards. Shame seeing as im a minmatar but i'll now be focussing on one of the other races.
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Raven Dru
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Posted - 2004.09.16 11:42:00 -
[38]
Well its nice to know that i can now cross off minmitar ships as the way forwards. Shame seeing as im a minmatar but i'll now be focussing on one of the other races.
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Siddy
|
Posted - 2004.09.16 12:21:00 -
[39]
Originally by: Gariuys
Originally by: Imhotep Khem No we dont even need to think up any solutions. CCP already had the solution. In stead of increasing the artillery falloff, they mistakenly reduced it. If they simply fix their error...
I have been completely baffled at how they could admit the mistake, but continue to create patches that do not address this incredibly simple patch. Nor do they state that they state what the deal is with why they wont fix it!!
CCP, if you changed yoru mine on the projectiles, just say so. Drop the mistake charade and admit to hosing the minmatar.
It was reduced cause of the chance to the falloff formula, it used to be 0% at optimal+falloff with a very sharp drop off starting at optimal. It now is a different curve that ends at 50% at optimal+falloff.
This means that Projictiles work only on optimal+Falloff range and do 50% damage of what it was intendet?
GRATE! - So now i got 1400mm pea shooter -.- -------------------------------------------
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Siddy
|
Posted - 2004.09.16 12:21:00 -
[40]
Originally by: Gariuys
Originally by: Imhotep Khem No we dont even need to think up any solutions. CCP already had the solution. In stead of increasing the artillery falloff, they mistakenly reduced it. If they simply fix their error...
I have been completely baffled at how they could admit the mistake, but continue to create patches that do not address this incredibly simple patch. Nor do they state that they state what the deal is with why they wont fix it!!
CCP, if you changed yoru mine on the projectiles, just say so. Drop the mistake charade and admit to hosing the minmatar.
It was reduced cause of the chance to the falloff formula, it used to be 0% at optimal+falloff with a very sharp drop off starting at optimal. It now is a different curve that ends at 50% at optimal+falloff.
This means that Projictiles work only on optimal+Falloff range and do 50% damage of what it was intendet?
GRATE! - So now i got 1400mm pea shooter -.- -------------------------------------------
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Nieda
|
Posted - 2004.09.16 13:21:00 -
[41]
Originally by: Siddy
... that Projictiles ...
OT: Dude, its not even funny any more. Its not projektiles, not projictiles, its - projectiles. You wrote so many threads and answers on this matter, I'm refusing to understand why you keep writing such a crap. If you want to get dev's attention and things fixed, please, take those 15 sec to correct what you wrote in first place. Helps a lot.
On topic: I've been using 720 arts at optimal+falloff with great success. Nearing optimal gave me another boost in accuracy, but then again at "almost optimal" the bad tracking kicks in. I'd say optimal + 50% falloff is artys optimal range. --------------------------------------------- 2004.08.12 14:50:32combatYour 720mm Carbine Howitzer I perfectly strikes Guristas Destructor, wrecking for 543.9 damage. |

Nieda
|
Posted - 2004.09.16 13:21:00 -
[42]
Originally by: Siddy
... that Projictiles ...
OT: Dude, its not even funny any more. Its not projektiles, not projictiles, its - projectiles. You wrote so many threads and answers on this matter, I'm refusing to understand why you keep writing such a crap. If you want to get dev's attention and things fixed, please, take those 15 sec to correct what you wrote in first place. Helps a lot.
On topic: I've been using 720 arts at optimal+falloff with great success. Nearing optimal gave me another boost in accuracy, but then again at "almost optimal" the bad tracking kicks in. I'd say optimal + 50% falloff is artys optimal range. --------------------------------------------- 2004.08.12 14:50:32combatYour 720mm Carbine Howitzer I perfectly strikes Guristas Destructor, wrecking for 543.9 damage. |

Siddy
|
Posted - 2004.09.16 13:27:00 -
[43]
Originally by: Nieda
Originally by: Siddy
... that Projictiles ...
OT: Dude, its not even funny any more. Its not projektiles, not projictiles, its - projectiles. You wrote so many threads and answers on this matter, I'm refusing to understand why you keep writing such a crap. If you want to get dev's attention and things fixed, please, take those 15 sec to correct what you wrote in first place. Helps a lot.
Projectiles?
sorry, my ninjafingers  -------------------------------------------
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Siddy
|
Posted - 2004.09.16 13:27:00 -
[44]
Originally by: Nieda
Originally by: Siddy
... that Projictiles ...
OT: Dude, its not even funny any more. Its not projektiles, not projictiles, its - projectiles. You wrote so many threads and answers on this matter, I'm refusing to understand why you keep writing such a crap. If you want to get dev's attention and things fixed, please, take those 15 sec to correct what you wrote in first place. Helps a lot.
Projectiles?
sorry, my ninjafingers  -------------------------------------------
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Teeth
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Posted - 2004.09.16 15:51:00 -
[45]
The main problem is in CCP's current policy of big patches. If they had weekly small patches, tomb could easily give projectiles 15% more damage (or tracking or whatever) one week and then decide whether that was too much or too little based on player response and adjust it the next week. Small tweaks. Wash, rinse, repeat til balanced. Instead what we get is gigantic changes that affect so many systems that there's no way they can be balanced and worse, these stick around for months. Anyways, I have Amarr 4 large energy 4 now :-P I'd still rather use tempests and projectiles though if these were balanced.
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Teeth
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Posted - 2004.09.16 15:51:00 -
[46]
The main problem is in CCP's current policy of big patches. If they had weekly small patches, tomb could easily give projectiles 15% more damage (or tracking or whatever) one week and then decide whether that was too much or too little based on player response and adjust it the next week. Small tweaks. Wash, rinse, repeat til balanced. Instead what we get is gigantic changes that affect so many systems that there's no way they can be balanced and worse, these stick around for months. Anyways, I have Amarr 4 large energy 4 now :-P I'd still rather use tempests and projectiles though if these were balanced.
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Selim
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Posted - 2004.09.16 16:34:00 -
[47]
Edited by: Selim on 16/09/2004 16:37:07 I dont have a problem with the tracking of artillery. Its the fact that they do such crappy damage over time, its the fact that railguns can shoot farther out at optimal + falloff with longer range ammo, its the fact that they need to reload constantly, its the fact that projectile ammo does less damage than hybrid and laser ammo, and lastly, its the fact that lasers and hybrids use HARDLY ANY!!! capacitor, with the controlled burst skill. This skill does nothing at all for projectiles.
Also, does anyone notice that a Radio L crystal does 28!!!!!! damage?
The long range laser crystals are completely wrong. They do the wrong damage amount, its unbalanced to extremes. Projectile ammo is supposed to be the long range damage dealer...
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Selim
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Posted - 2004.09.16 16:34:00 -
[48]
Edited by: Selim on 16/09/2004 16:37:07 I dont have a problem with the tracking of artillery. Its the fact that they do such crappy damage over time, its the fact that railguns can shoot farther out at optimal + falloff with longer range ammo, its the fact that they need to reload constantly, its the fact that projectile ammo does less damage than hybrid and laser ammo, and lastly, its the fact that lasers and hybrids use HARDLY ANY!!! capacitor, with the controlled burst skill. This skill does nothing at all for projectiles.
Also, does anyone notice that a Radio L crystal does 28!!!!!! damage?
The long range laser crystals are completely wrong. They do the wrong damage amount, its unbalanced to extremes. Projectile ammo is supposed to be the long range damage dealer...
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Siddy
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Posted - 2004.09.16 16:36:00 -
[49]
Originally by: Sparhawk You just openly admitted to the PVP players you have no talent..good luck.
happen to be one for 9 months now 
its not the wine and chees ...
its just that 12m+ spesialization skillpoints are now kinda ... useless?
yes.. that was it 
Now that you had your Brainfarts, why dont you post something to back your statements - or unplug your keyboard
kthxby  -------------------------------------------
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Siddy
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Posted - 2004.09.16 16:36:00 -
[50]
Originally by: Sparhawk You just openly admitted to the PVP players you have no talent..good luck.
happen to be one for 9 months now 
its not the wine and chees ...
its just that 12m+ spesialization skillpoints are now kinda ... useless?
yes.. that was it 
Now that you had your Brainfarts, why dont you post something to back your statements - or unplug your keyboard
kthxby  -------------------------------------------
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Selim
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Posted - 2004.09.16 16:43:00 -
[51]
Edited by: Selim on 16/09/2004 16:51:02
Originally by: Sparhawk I think I speak for alot of experienced players when I say shut up and play. Get over your sorry little crying and get to playing. Waaaa! Thank G-D I'm not in a corp with such cry babies. How embarassing it must be for your other corp mates to have you openly crying about how unfair everything is in Eve. What's the matter..did someone steal your lunch money too? Better yet, maybe you should wait to post until you read the other 15,000 posts full of nerf *****in'? Nobody wants to hear your "I'm owned on a regular basis" ranting. Get your corp to perform as a team and engage the enemy. Stop trying to solo everything in your BS like a maverick and learn a little bit more about the dynamics of "TEAM" play. G-D I hope you come into 0.0 with all your crying. You just openly admitted to the PVP players you have no talent..good luck.
I think I speak for the people that have all gunnery skills to 5, when I say that artillery sucks, it sucks, it sucks. It SUCKS. 1400mm artillery is CRAP. It cant outrange a railgun with long range ammo, it cant outdamage any gun, the long range laser crystals do way too much damage. The long range ammo are supposed to do 20 or 22 damage. Radio L does 28! And its all EM, which is great against shields, great against an armor tank, too.
Projectiles dont use cap you say? Large ones use 3. So they cant fire with no cap. Not to mention that hybrids and lasers use hardly any cap with controlled burst skill, which does nothing for projectiles.
Controlled Bursts needs to give a bonus to PROJECTILES.
Autocannons burn through ammo. Artillery needs to reload constantly, reducing its damage over time even more.
I dont solo everything in my battleship. Because I cant. Unlike a Raven or Apoc.
Artillery sucks. You just dont know because you dont use it.
A gun that has both poor tracking and poor damage will NEVER be good. Artillery NEEDS TO DO GREAT DAMAGE AT RANGE!!!!! It needs its damage mod increased so it will be an ok gun.
It then needs the controlled bursts skill to give it a bonus.
Long range projectile ammo needs to do more damage so artillery can actually perform its intended function -- LONG RANGE, GREAT DAMAGE OVER TIME, POOR TRACKING TO PREVENT MUCH SHORT RANGE. Right now it is only the poor trackng. Long range laser crystals need to do less. Short range projectile ammo needs to do the same as short range hybrid ammo. All artillery needs a 10% boost in optimal range, to outrange a railgun.
BALANCE.
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Selim
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Posted - 2004.09.16 16:43:00 -
[52]
Edited by: Selim on 16/09/2004 16:51:02
Originally by: Sparhawk I think I speak for alot of experienced players when I say shut up and play. Get over your sorry little crying and get to playing. Waaaa! Thank G-D I'm not in a corp with such cry babies. How embarassing it must be for your other corp mates to have you openly crying about how unfair everything is in Eve. What's the matter..did someone steal your lunch money too? Better yet, maybe you should wait to post until you read the other 15,000 posts full of nerf *****in'? Nobody wants to hear your "I'm owned on a regular basis" ranting. Get your corp to perform as a team and engage the enemy. Stop trying to solo everything in your BS like a maverick and learn a little bit more about the dynamics of "TEAM" play. G-D I hope you come into 0.0 with all your crying. You just openly admitted to the PVP players you have no talent..good luck.
I think I speak for the people that have all gunnery skills to 5, when I say that artillery sucks, it sucks, it sucks. It SUCKS. 1400mm artillery is CRAP. It cant outrange a railgun with long range ammo, it cant outdamage any gun, the long range laser crystals do way too much damage. The long range ammo are supposed to do 20 or 22 damage. Radio L does 28! And its all EM, which is great against shields, great against an armor tank, too.
Projectiles dont use cap you say? Large ones use 3. So they cant fire with no cap. Not to mention that hybrids and lasers use hardly any cap with controlled burst skill, which does nothing for projectiles.
Controlled Bursts needs to give a bonus to PROJECTILES.
Autocannons burn through ammo. Artillery needs to reload constantly, reducing its damage over time even more.
I dont solo everything in my battleship. Because I cant. Unlike a Raven or Apoc.
Artillery sucks. You just dont know because you dont use it.
A gun that has both poor tracking and poor damage will NEVER be good. Artillery NEEDS TO DO GREAT DAMAGE AT RANGE!!!!! It needs its damage mod increased so it will be an ok gun.
It then needs the controlled bursts skill to give it a bonus.
Long range projectile ammo needs to do more damage so artillery can actually perform its intended function -- LONG RANGE, GREAT DAMAGE OVER TIME, POOR TRACKING TO PREVENT MUCH SHORT RANGE. Right now it is only the poor trackng. Long range laser crystals need to do less. Short range projectile ammo needs to do the same as short range hybrid ammo. All artillery needs a 10% boost in optimal range, to outrange a railgun.
BALANCE.
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Sparhawk
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Posted - 2004.09.16 16:55:00 -
[53]
There is no doubt that your artillery weapons are not as effective as others. However, we have all heard this conversation numerous times before. Your not exactly bringing this issue to light for the first time. If you want to continue to talk about his issue over and over again then perhaps you can make a sticky called "Reasons Artillery is Not Effective" so you can dump the hundreds of various posts relating to the same issue. Yes I do use the weapon being addressed. Along with every other weapon in the game. My point is learn to use the weapons as best you can, and if you can't utilize them efficiently then address the issue and leave it alone until it is fixed. Ranting about the same issue over and over again does nothing constructive. Forums are designed to organize communication. Find the topic as it exists already and make your point. The original post was well stated, but has been addressed numerous times. Stop writing just for the sake of writing.
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Sparhawk
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Posted - 2004.09.16 16:55:00 -
[54]
There is no doubt that your artillery weapons are not as effective as others. However, we have all heard this conversation numerous times before. Your not exactly bringing this issue to light for the first time. If you want to continue to talk about his issue over and over again then perhaps you can make a sticky called "Reasons Artillery is Not Effective" so you can dump the hundreds of various posts relating to the same issue. Yes I do use the weapon being addressed. Along with every other weapon in the game. My point is learn to use the weapons as best you can, and if you can't utilize them efficiently then address the issue and leave it alone until it is fixed. Ranting about the same issue over and over again does nothing constructive. Forums are designed to organize communication. Find the topic as it exists already and make your point. The original post was well stated, but has been addressed numerous times. Stop writing just for the sake of writing.
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Siddy
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Posted - 2004.09.16 17:02:00 -
[55]
Edited by: Siddy on 16/09/2004 17:08:17 Only utilization i find on 1400mms is gate campping at 155km. Where is importand hit Hard in first volly, cause if you shoot fast ship, there wont be second time.
Other than that i cant find any use to them, that Lasers or rails cant do beter. And thats in minmatar ship. -.-
And why peoples whine in forums? Well, its one way to vent steam and frustration, get community suport from peoples sharing same fate and Flame pr1ks like you. 
This is after all - a community forum  -------------------------------------------
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Siddy
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Posted - 2004.09.16 17:02:00 -
[56]
Edited by: Siddy on 16/09/2004 17:08:17 Only utilization i find on 1400mms is gate campping at 155km. Where is importand hit Hard in first volly, cause if you shoot fast ship, there wont be second time.
Other than that i cant find any use to them, that Lasers or rails cant do beter. And thats in minmatar ship. -.-
And why peoples whine in forums? Well, its one way to vent steam and frustration, get community suport from peoples sharing same fate and Flame pr1ks like you. 
This is after all - a community forum  -------------------------------------------
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Lord Anubis
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Posted - 2004.09.16 19:18:00 -
[57]
Look i got to say this moaning about it ant helping their gonna change the guns and thats all i needed to know if it is post shiva then so be but at the mo im making proj work for me and if i can do that with an uber nerf gun then think what i can do WHEN it gets fixed
You cant beat Death But you can make the bastard work hard for it
wtb Jerek Zuomi's Insignia |

Lord Anubis
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Posted - 2004.09.16 19:18:00 -
[58]
Look i got to say this moaning about it ant helping their gonna change the guns and thats all i needed to know if it is post shiva then so be but at the mo im making proj work for me and if i can do that with an uber nerf gun then think what i can do WHEN it gets fixed
You cant beat Death But you can make the bastard work hard for it
wtb Jerek Zuomi's Insignia |

Balgore
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Posted - 2004.09.16 20:45:00 -
[59]
I'll have to agree with someone who said at least take away the cap requirements on projectiles. People say that projectiles don't use cap but that's not true. They do use it and if someone uses energy neutralizers or nosferatus on you, you're as good as dead. Please take away the cap requirement.
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Balgore
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Posted - 2004.09.16 20:45:00 -
[60]
I'll have to agree with someone who said at least take away the cap requirements on projectiles. People say that projectiles don't use cap but that's not true. They do use it and if someone uses energy neutralizers or nosferatus on you, you're as good as dead. Please take away the cap requirement.
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Imhotep Khem
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Posted - 2004.09.16 22:43:00 -
[61]
Originally by: Gariuys
Originally by: Imhotep Khem No we dont even need to think up any solutions. CCP already had the solution. In stead of increasing the artillery falloff, they mistakenly reduced it. If they simply fix their error...
I have been completely baffled at how they could admit the mistake, but continue to create patches that do not address this incredibly simple patch. Nor do they state that they state what the deal is with why they wont fix it!!
CCP, if you changed yoru mine on the projectiles, just say so. Drop the mistake charade and admit to hosing the minmatar.
It was reduced cause of the chance to the falloff formula, it used to be 0% at optimal+falloff with a very sharp drop off starting at optimal. It now is a different curve that ends at 50% at optimal+falloff.
This is incorrect. ALL weapons were modified due to the new falloff formula. There was an uproar due to some over zealous calculations and CCP realized the goofed. So they patched ALL weapons to give them a boost in range to compensate. ALL except those minmatar artillery which they accidentally reduced further. This is a statement of fact. They never fixed that last error.
It is _only_ projectile artillery that had the acknowledged mistake. ____ If your not dyin' your not tryin'. |

Imhotep Khem
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Posted - 2004.09.16 22:43:00 -
[62]
Originally by: Gariuys
Originally by: Imhotep Khem No we dont even need to think up any solutions. CCP already had the solution. In stead of increasing the artillery falloff, they mistakenly reduced it. If they simply fix their error...
I have been completely baffled at how they could admit the mistake, but continue to create patches that do not address this incredibly simple patch. Nor do they state that they state what the deal is with why they wont fix it!!
CCP, if you changed yoru mine on the projectiles, just say so. Drop the mistake charade and admit to hosing the minmatar.
It was reduced cause of the chance to the falloff formula, it used to be 0% at optimal+falloff with a very sharp drop off starting at optimal. It now is a different curve that ends at 50% at optimal+falloff.
This is incorrect. ALL weapons were modified due to the new falloff formula. There was an uproar due to some over zealous calculations and CCP realized the goofed. So they patched ALL weapons to give them a boost in range to compensate. ALL except those minmatar artillery which they accidentally reduced further. This is a statement of fact. They never fixed that last error.
It is _only_ projectile artillery that had the acknowledged mistake. ____ If your not dyin' your not tryin'. |

Kaylona Tso
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Posted - 2004.09.17 02:42:00 -
[63]
Originally by: Lord Anubis Look i got to say this moaning about it ant helping their gonna change the guns and thats all i needed to know if it is post shiva then so be but at the mo im making proj work for me and if i can do that with an uber nerf gun then think what i can do WHEN it gets fixed
Yeah... and when they totally redo the system to fix their foul up your gonna have to learn how to use em all over again from scratch. How many times have I had to do this... been playing well over a year and I can say that what implying just might not come to pass. This is fustrating and has simmered past the point where non-projectile users or noobie projectile users like yourself can say "ADAPT!" ( cause if your happy with em you are a projectile noob, no offense, kthnxbye )
When i can sport 425mm rails on a mega better than a tempest with 1400mm... get longer range and better dot and have better defenses... something is super wrong and no argument against the fact can hold its water. -----
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Kaylona Tso
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Posted - 2004.09.17 02:42:00 -
[64]
Originally by: Lord Anubis Look i got to say this moaning about it ant helping their gonna change the guns and thats all i needed to know if it is post shiva then so be but at the mo im making proj work for me and if i can do that with an uber nerf gun then think what i can do WHEN it gets fixed
Yeah... and when they totally redo the system to fix their foul up your gonna have to learn how to use em all over again from scratch. How many times have I had to do this... been playing well over a year and I can say that what implying just might not come to pass. This is fustrating and has simmered past the point where non-projectile users or noobie projectile users like yourself can say "ADAPT!" ( cause if your happy with em you are a projectile noob, no offense, kthnxbye )
When i can sport 425mm rails on a mega better than a tempest with 1400mm... get longer range and better dot and have better defenses... something is super wrong and no argument against the fact can hold its water. -----
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CHuskarl
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Posted - 2004.09.17 03:14:00 -
[65]
well, so we have to wait TWO more months?
jesus
2004.10.09 02:38:01combatYour 800mm Repeating Artillery I perfectly strikes Sansha's Ravager, wrecking for 277.2 damage. |

CHuskarl
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Posted - 2004.09.17 03:14:00 -
[66]
well, so we have to wait TWO more months?
jesus
2004.10.09 02:38:01combatYour 800mm Repeating Artillery I perfectly strikes Sansha's Ravager, wrecking for 277.2 damage. |

Caine
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Posted - 2004.09.17 12:30:00 -
[67]
I'm a noob here, will this effect my 720 Howitzers?
Or just the really big guns (I'm noticing a big miss rate already, not sure if this is normal).
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Caine
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Posted - 2004.09.17 12:30:00 -
[68]
I'm a noob here, will this effect my 720 Howitzers?
Or just the really big guns (I'm noticing a big miss rate already, not sure if this is normal).
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Selim
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Posted - 2004.09.17 15:49:00 -
[69]
Caine - all artillery are experiencing the problems, but it is most noticeable on large artillery and small artillery.
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Selim
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Posted - 2004.09.17 15:49:00 -
[70]
Caine - all artillery are experiencing the problems, but it is most noticeable on large artillery and small artillery.
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Kaylona Tso
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Posted - 2004.09.17 16:11:00 -
[71]
its not just artillary. all projectiles suck on at every level. even small projectiles suck when you compare them to missiles, energy and hybrids. only an interceptor's bonuses can make them worth their fitting cost and even then i would rather use laser pulses or beams.
720mm used to be some of the best guns around. you would see armageddons and apocs pushing 7 to 8 of the scouts or siege while armortanking. now you won't even find them on a rupture unless your roleplaying, crazy, or can't afford to waste any training time on something else. it also used to be common to see a typhoon with 4 scouts and 4 siege tanked up because 720mm USED to be better than 1200mm. alas we have sucky 1200mm and even worse 720mm. -----
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Kaylona Tso
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Posted - 2004.09.17 16:11:00 -
[72]
its not just artillary. all projectiles suck on at every level. even small projectiles suck when you compare them to missiles, energy and hybrids. only an interceptor's bonuses can make them worth their fitting cost and even then i would rather use laser pulses or beams.
720mm used to be some of the best guns around. you would see armageddons and apocs pushing 7 to 8 of the scouts or siege while armortanking. now you won't even find them on a rupture unless your roleplaying, crazy, or can't afford to waste any training time on something else. it also used to be common to see a typhoon with 4 scouts and 4 siege tanked up because 720mm USED to be better than 1200mm. alas we have sucky 1200mm and even worse 720mm. -----
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Rotnacht
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Posted - 2004.09.19 11:16:00 -
[73]
Here's my problem.....
I finally got the 1400mm to work great!!! I put 6 on my tempest for an NPC hunt and got about 4 wrecking hits of 1301 in one day! I am so happy. Of course.....I'm not happy about using FIVE slots just to make one high slot weapon work properly. So when it comes to 1vs1 pvp, your gonna run into plenty of problems. I haven't tried armor tanking but I'm not yet willing to part with damamge mods, but I will be giving it a try.
What I have found to be MOST annoying is the ROF. Considering the amounts of misses on any given day I hardly believe that the "extra damage" that I love to hear about makes up for it. If I'm firing at once every 12+ seconds and missing anywhere from all guns to at least 1 gun everytime, with an average not exceeding 300, I'm hosed. And then to compliment the ROF I get to have only 10 rounds of EMP (my fav.) per gun, whoopie!!! But wait there is more! 10 seconds to load the guns and then the additional deactivation time before reloading! It's a fun gun ladies and gents. 10 rounds at 12+ per second plus 10 seconds to reload....gimme my interceptor....at least I can kill you with that.
disclaimer: My postings are always open for a good bashing. I'm just a simple gamer who observes things, I don't fancy spending time on the calculations and optimal whatevers!! have fun everyone.
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Rotnacht
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Posted - 2004.09.19 11:16:00 -
[74]
Here's my problem.....
I finally got the 1400mm to work great!!! I put 6 on my tempest for an NPC hunt and got about 4 wrecking hits of 1301 in one day! I am so happy. Of course.....I'm not happy about using FIVE slots just to make one high slot weapon work properly. So when it comes to 1vs1 pvp, your gonna run into plenty of problems. I haven't tried armor tanking but I'm not yet willing to part with damamge mods, but I will be giving it a try.
What I have found to be MOST annoying is the ROF. Considering the amounts of misses on any given day I hardly believe that the "extra damage" that I love to hear about makes up for it. If I'm firing at once every 12+ seconds and missing anywhere from all guns to at least 1 gun everytime, with an average not exceeding 300, I'm hosed. And then to compliment the ROF I get to have only 10 rounds of EMP (my fav.) per gun, whoopie!!! But wait there is more! 10 seconds to load the guns and then the additional deactivation time before reloading! It's a fun gun ladies and gents. 10 rounds at 12+ per second plus 10 seconds to reload....gimme my interceptor....at least I can kill you with that.
disclaimer: My postings are always open for a good bashing. I'm just a simple gamer who observes things, I don't fancy spending time on the calculations and optimal whatevers!! have fun everyone.
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Tar om
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Posted - 2004.09.19 12:12:00 -
[75]
Edited by: Tar om on 19/09/2004 12:14:22 I've found that my Rupture can be made to outperform my Tempest in pretty much every department. My Tempest is parked, awaiting The Great Day that CCP pull their heads out of the.. erm.. sand and my Rupture is providing a lot of fun. Look - I ADAPTED!! - but I'm very sore about the millions of wasted skillpoints. People in my corp with HALF my skillpoints can destroy my Tempest with their mega/apoc/arma/raven without even breaking sweat. The only good thing about a Tempest is that you tend to survive large fleet engagements because you are irrelevant. Woopdedoo.
Tar om -- We are the Octavian Vanguard www.octavianvanguard.net http://www.serenitymovie.com |

Tar om
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Posted - 2004.09.19 12:12:00 -
[76]
Edited by: Tar om on 19/09/2004 12:14:22 I've found that my Rupture can be made to outperform my Tempest in pretty much every department. My Tempest is parked, awaiting The Great Day that CCP pull their heads out of the.. erm.. sand and my Rupture is providing a lot of fun. Look - I ADAPTED!! - but I'm very sore about the millions of wasted skillpoints. People in my corp with HALF my skillpoints can destroy my Tempest with their mega/apoc/arma/raven without even breaking sweat. The only good thing about a Tempest is that you tend to survive large fleet engagements because you are irrelevant. Woopdedoo.
Tar om -- We are the Octavian Vanguard www.octavianvanguard.net http://www.serenitymovie.com |

Selim
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Posted - 2004.09.19 15:31:00 -
[77]
Amen, Rotnacht. These are just a few of the problems with projectiles.
And yes, even with GREAT skills on a tempest, a low level apoc/raven user will smash your tempest with such ease.
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Selim
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Posted - 2004.09.19 15:31:00 -
[78]
Amen, Rotnacht. These are just a few of the problems with projectiles.
And yes, even with GREAT skills on a tempest, a low level apoc/raven user will smash your tempest with such ease.
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Thraxll
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Posted - 2004.09.19 17:58:00 -
[79]
Just wanted to say that I'm VERY disappointed that CCP is choosing to put us on the back-burner until sometime after Shiva (meaning we're looking at a few months before our guns are fixed). That's a rotten way to try to please people.
Remember the other day when part of the cluster went down? After 2 reboots the problem was solved but CCP was going to wait until the scheduled DT (about 16 hours from then) before re-booting again to get the entire cluster back up. What happened? People came to the forums and begged for a reboot, because most ppl would rather deal with 1 more 20-minute DT than deal with the God-awful lag for another 16 hours.
That's how I feel about projectiles. I'd rather see Shiva (something I never knew was coming when I signed up for this game, anyway) delayed a week or two and get my guns working NOW. You guys are alienating a whole chunk of your player-base.
Bad business decision, IMO. 
"The long and short of it is that this game, or any game, is either going to be a kindergarten where it's safe and cuddly and secure and you can play with plush tigers, or it will be a harsh place, harsh but interesting and interesting because harsh, where you must take risks to succeed and so must everyone, since victory is tasteless without danger." - Raivn Akhama
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Thraxll
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Posted - 2004.09.19 17:58:00 -
[80]
Just wanted to say that I'm VERY disappointed that CCP is choosing to put us on the back-burner until sometime after Shiva (meaning we're looking at a few months before our guns are fixed). That's a rotten way to try to please people.
Remember the other day when part of the cluster went down? After 2 reboots the problem was solved but CCP was going to wait until the scheduled DT (about 16 hours from then) before re-booting again to get the entire cluster back up. What happened? People came to the forums and begged for a reboot, because most ppl would rather deal with 1 more 20-minute DT than deal with the God-awful lag for another 16 hours.
That's how I feel about projectiles. I'd rather see Shiva (something I never knew was coming when I signed up for this game, anyway) delayed a week or two and get my guns working NOW. You guys are alienating a whole chunk of your player-base.
Bad business decision, IMO. 
"The long and short of it is that this game, or any game, is either going to be a kindergarten where it's safe and cuddly and secure and you can play with plush tigers, or it will be a harsh place, harsh but interesting and interesting because harsh, where you must take risks to succeed and so must everyone, since victory is tasteless without danger." - Raivn Akhama
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