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Roland Thorne
Dark Sun Collective Kahora Catori
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Posted - 2009.08.30 03:48:00 -
[1]
The utility of the pest is one of its strong points, and removing a high and placing it anywhere else just doesn't make sense. Either way it starts looking like either the Mael or the 'phoon. Also, 100% damage with 4 gun slots is the sort of thing you would expect to see on a faction ship, not on a tier 2 BS.
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Roland Thorne
Dark Sun Collective Kahora Catori
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Posted - 2009.08.30 04:10:00 -
[2]
You know, a simple fix might be to just increase the default locking range and increase damage by 10% on the pest.
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Roland Thorne
Dark Sun Collective Kahora Catori
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Posted - 2009.08.30 21:37:00 -
[3]
The tempest is the only minmatar sniper, and it is also the pirate/gank partner to the hurricane. Increase the damage, fix the ammo, and make it way less a pig then the mael, and it should fill both roles very well.
tbh, I felt that astro's plan fit this better then the rest, and others seem to agree as well.
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Roland Thorne
Dark Sun Collective Kahora Catori
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Posted - 2009.09.07 07:52:00 -
[4]
Originally by: Cpt Branko Edited by: Cpt Branko on 07/09/2009 02:08:39
Originally by: Allen Ramses Edited by: Allen Ramses on 06/09/2009 23:39:17
Originally by: AstroPhobic I don't know what you're talking about here. Autocannons aren't meant to be blasters. They need to excel in mid range, and increasing falloff does that. Increasing damage straight up pushes them into short range.
ACs already excel in mid range. Because of the optimal/falloff balance, you can use the highest damage ammo without any effective range loss. And you want to push this further? OK, but you have to promise that nobody will cry about the considerably lower raw DPS ACs get in comparison to blasters, pulses, and torps.
ACs excel in mid-range?
This is nonsense
I agree its nonsense. Playing around in falloff is not how I want to kill a ship fast. Even in barrage, I always have to set my orbit damn close to make sure I cause damage.
The only thing falloff is good for is surprising SB and inties at 30k with 425mm ACs :) But.... thats all falloff is good for.
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Roland Thorne
Dark Sun Collective Kahora Catori
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Posted - 2009.09.07 18:03:00 -
[5]
Edited by: Roland Thorne on 07/09/2009 18:04:18
Originally by: AstroPhobic
I wouldn't get within optimal in a tempest unless I had to. It doesn't have enough speed or DPS to survive, which is one of the reasons why I suggested even more falloff and speed/agility. If you're going to run into optimal, the phoon or mega are much better choices.
No, we don't need to replicate blasters, I give you that.
Originally by: Cpt Branko Edited by: Cpt Branko on 07/09/2009 02:08:39
Originally by: Allen Ramses Edited by: Allen Ramses on 06/09/2009 23:39:17
Originally by: AstroPhobic I don't know what you're talking about here. Autocannons aren't meant to be blasters. They need to excel in mid range, and increasing falloff does that. Increasing damage straight up pushes them into short range.
ACs already excel in mid range. Because of the optimal/falloff balance, you can use the highest damage ammo without any effective range loss. And you want to push this further? OK, but you have to promise that nobody will cry about the considerably lower raw DPS ACs get in comparison to blasters, pulses, and torps.
Minmatar AC are supposed to be able to outdistance other races at short-range using falloff - I believe this is your assumption, and the reason for a more agile tempest. Tempest should be fast enough to hold range on a tougher ship and pound it from outside their optimal and non existent falloff. At this point, the faster ship should outlast and win the fight.
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Roland Thorne
Dark Sun Collective Kahora Catori
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Posted - 2009.09.07 18:34:00 -
[6]
Originally by: Ecky X
Originally by: Roland Thorne Minmatar AC are supposed to be able to outdistance other races at short-range using falloff - I believe this is your assumption, and the reason for a more agile tempest. Tempest should be fast enough to hold range on a tougher ship and pound it from outside their optimal and non existent falloff. At this point, the faster ship should outlast and win the fight.
Are you suggesting that pulse lasers should not have 50-90km optimal?
lol yes. That is not the point here though :)
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Roland Thorne
Dark Sun Collective Kahora Catori
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Posted - 2009.09.07 23:58:00 -
[7]
Originally by: AstroPhobic Yes, but you're talking about 1 on 1s which don't really exist. True it will help it in solo, but that's not the point. It will be an excellent anti-support ship, chasing after battlecruisers and HACs and mauling them with ACs.
Not entirely for solo, because those same issues are going to be effective for gang battles too. Not having much of a tank, nano pests are probably going to be popular after these proposed changes. They are going to be able to pop in and out of combat like recons or HACs would, maybe even using 800s for huge falloff.
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Roland Thorne
Dark Sun Collective Kahora Catori
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Posted - 2009.09.08 01:28:00 -
[8]
One step closer from a blue-collar on a USA holiday when Americans do absolutely nothing in celebration of working :P
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Roland Thorne
Dark Sun Collective Kahora Catori
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Posted - 2009.09.08 06:52:00 -
[9]
Was meeting my new soon-to-be inlaws this weekend. Labor day was just a bonus to relax :)
And yes, please fix the tempest soon. Also, I will not take post 1000 lol
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Roland Thorne
Dark Sun Collective Kahora Catori
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Posted - 2009.09.09 00:31:00 -
[10]
Originally by: AstroPhobic
Originally by: kessah Anyone else think Astrophobic will get the 1000th reply?
The tempest is clearly the best battleship.Ö
"... when ccp is done with it."
One could only hope that could be true. I would also like a better RRBS then the 'phoon. Having it fast and agile would be cool too. Hell, it being more then a lols ship would be better then now.
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Roland Thorne
Dark Sun Collective Kahora Catori
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Posted - 2009.09.09 17:42:00 -
[11]
That would be cool to see
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Roland Thorne
Dark Sun Collective Kahora Catori
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Posted - 2009.09.09 21:24:00 -
[12]
Just one gyro each, tempest can fit a basic dual plate buffer tank with one gyro.
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Roland Thorne
Dark Sun Collective Kahora Catori
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Posted - 2009.09.09 23:09:00 -
[13]
Mael can fit 3 easy, and the 'phoon is anyone's guess whats fitted lol. Pure buffer 'phoon would probably not have a damage mod. Its easy to fit one gyro or ballistic control though with three plates.
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Roland Thorne
Dark Sun Collective Kahora Catori
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Posted - 2009.09.11 00:02:00 -
[14]
Originally by: Allen Ramses Apples to rotten oranges.
Why are you even here? You don't even give a hoot about minmatar so you are just arguing just to argue. And, the 'phoon is one of the most useful minny BS out there, which is why I fly it. Its also the only minmatar ship I know of that can reach 1k dps, IF one is specced in guns, missiles, and drones.
Scorp is not as limited as you think. I've seen it in action in many different fits, and some I've heard of. It can pack a mean shield buffer fit for baiting, even armor tank in some circumstances.
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Roland Thorne
Dark Sun Collective Kahora Catori
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Posted - 2009.09.11 00:19:00 -
[15]
Originally by: Allen Ramses
Originally by: Roland Thorne
Originally by: Allen Ramses Apples to rotten oranges.
You don't even give a hoot about minmatar
Who told you that?
You did. Go flame a caldari change or something.
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Roland Thorne
Dark Sun Collective Kahora Catori
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Posted - 2009.09.12 17:11:00 -
[16]
Edited by: Roland Thorne on 12/09/2009 17:14:13 Edited by: Roland Thorne on 12/09/2009 17:11:53
Originally by: Tyler Lowe
I'm not sure it's the drone bay getting in the way either. I think it's those two launcher slots that CCP keeps taking into account whenever they look at this ship. Everytime someone tries to get the Tempest looked at, and this is not the first time for this, someone from CCP points at the two empty slots, put a couple of missile launchers in there that no one is going to fit except for maybe out of desperation, and calls the ship good.
That is an interesting point which reminds me of the same weaknesses of the 'phoon. Top DPS needs top SP, a typical minmatar speedbump :)
This is distressing to me though, if ccp is going to be so divided in theory about a ship that is supposed to be a projectile-only "Pest". This will only exacerbate matters with the ship if even ccp can't see its weaknesses.
Edit: fun with quotes lol
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Roland Thorne
Dark Sun Collective Kahora Catori
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Posted - 2009.09.14 17:27:00 -
[17]
Dude, 800s will actually be worth it after a fix like what's proposed.
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Roland Thorne
Dark Sun Collective Kahora Catori
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Posted - 2009.09.17 08:38:00 -
[18]
Edited by: Roland Thorne on 17/09/2009 08:44:11
Originally by: Tyler Lowe
I was thinking that you could get rid of the rate of fire bonus on the ships, increase the turret signature resolution by 50%.
This would basically kill tracking on non matar ships, and then replace the RoF bonus with one of two ship bonus:
-7.5% lowered projectile turret signature resolution per ship skill level in the case of pure gunboats
+7.5% target painter effectiveness per ship skill level for the split weapon hulls
I find this interesting as well. This requires changes on all ships though, and perhaps even a mandatory extra mid on some of the shield-tanked ships or this could be a very comprehensive nerf to the mael, for example. Another point is there are almost always only two bonuses, and again the mael could easily be nerfed by having to replace the shield boost bonus. The tempest and the 'phoon would probably be ok because of armor tanking; but again, this makes target painters pretty much a must have and it will change what the armor tankers can and can't do. Any kind of tackle fitted ship will suffer a dps loss because of limited mids, especially the frig class.
Edit: Don't forget that target painters have range and falloff too... I don't have the info on that right here but I think the basic t1 ones have about 60 km falloff. This change may nerf what sniper capability minny's have, and limit mission boats.
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Roland Thorne
Dark Sun Collective Kahora Catori
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Posted - 2009.09.17 15:15:00 -
[19]
Originally by: Sputnik Tsygan I could only be bothered reading the 1st and last pages of this 32 page topic and it seems it's been derailed onto a conversation about projectiles.
The tempest is quite possibly the worst battleship in the game (IMO it is). But with skills, a decent sniper.
However, I'd choose a gank fitted maelstrom over tempest every time.
Oh, its been derailed MANY times :)
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Roland Thorne
Dark Sun Collective Kahora Catori
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Posted - 2009.09.21 14:24:00 -
[20]
Originally by: Caroline Nikon Please.. do not forget the tempest..... think of the thousands of players that cray every morning when they open the broser and check test server feedback forum ahnd dev blogs and see no boost for tempest.
Think on their sadness.. try to cope with their emotional stress and have pity of our souls
(sniff sniff)
Naomi alt!
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Roland Thorne
Dark Sun Collective Kahora Catori
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Posted - 2009.09.21 20:48:00 -
[21]
Happy to be a goof lol
A high-slot tp with range is a very good idea. So its not used by just anyone, give it a PG need of say, 200 so not everything can fit it. Might even be a good idea to raise that a bit so only BS should be able to use it.... not to the PG of a weapon certainly, but maybe a large nuet, etc, so its either/or when you are fitting your ship. Its best to not replace the need for a mid-slot TP. The only other option is to make it a projectile-class weapon of reduced PG that shoots a targeting laser, which would certainly limit it to minmatar ships, solve the raven issue, and allow it to share ship bonuses for range and idk what else, though that idea would steal a turret slot... This sounds a little stupid to me, but maybe it will jog some more thoughts to refine a high-slot TP.
Also, its easy to give falloff through a tracking computer. Just release a new script for "Falloff Range".
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Roland Thorne
Dark Sun Collective Kahora Catori
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Posted - 2009.09.22 04:20:00 -
[22]
Hell, I'll just keep flying my 'canes and rapiers til its fixed. I'm not becoming an amarraton :)
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Roland Thorne
Dark Sun Collective Kahora Catori
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Posted - 2009.09.22 06:21:00 -
[23]
Originally by: Nian Banks Edited by: Nian Banks on 22/09/2009 06:16:41
Scroll down patch notes... It says.
FIXES
Ships ò Complete rebalance of the Minmatar line of ships, all ships will be changed to their corresponding Amarr ship class and tier and renamed accordingly.
Skills ò All Minmatar skills will be removed and players credited with the appropriate ammar skills
Equipment ò All Minmatar racial equipment and rigs will be removed and replaced with the appropriate ammar equipment.
Race ò All minmatar pilot racial descriptions will be changed to state they are Amarr slaves.
LOL
Gotta laugh at that
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Roland Thorne
Dark Sun Collective Kahora Catori
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Posted - 2009.09.22 06:28:00 -
[24]
Since ccp favors amarr, reskilling would make things easier for everyone!
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Roland Thorne
Dark Sun Collective Kahora Catori
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Posted - 2009.09.22 17:02:00 -
[25]
Originally by: Seriously Bored
Ah well. The Phoon armor/shield value flip was in the notes, right? That should count for something.
(shrug) should result in a little extra ehp on my 'phoon after trimarks. Still gotta get in kissing distance before I can kill anything, but I take what I can get.
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Roland Thorne
Dark Sun Collective Kahora Catori
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Posted - 2009.09.22 17:09:00 -
[26]
Hell with it! CCP oughta call autos what they are, and that is a knife. We just got different sizes thats all cause falloff means little at this point to kill something fast.
D425 = Shiv. I stab you faster so that gives more damage /sarc
D650 = Pocket knife. Can't reach you? No problem! I throw at you for falloff!
800 = Bastard sword. Can't hit anything with it, but it sure makes people **** their pants.
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Roland Thorne
Dark Sun Collective Kahora Catori
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Posted - 2009.09.22 19:12:00 -
[27]
Simply speaking, large autos, for one, don't have enough falloff to be competitive and make it worthwhile to play with it more then we can. Right now, large autos are no more then blasters with not enough dps. I have no idea why I even bothered speccing large guns since the dps never improved like the mids did finally. Looking at gang killmails with BS fleets is downright depressing the way it is now, and minny pilots are much better off flying smaller ships to get support or dps where it should be.
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Roland Thorne
Dark Sun Collective Kahora Catori
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Posted - 2009.09.23 05:12:00 -
[28]
Originally by: Spaztick Edited by: Spaztick on 23/09/2009 03:32:22 Does the falloff amount negate the DPS advantage?
Falloff should allow the ship with projectiles to orbit or keep-at-range just outside the optimal of a ship with greater firepower, given that the minmatar ship is faster. Supposedly this is what minmatar do best to control an engagement, but its very difficult to do over BC class with the current heavily nerfed balance since optimals and falloffs are so similar with blasters, and downright insignificant 'gainst amarr. Look above to see data on this. Presently, in BS class the only way to compete is by fitting EW or tanking heavier then the other ship , or in a fleet hope that you will not be primaried, which will happen in a lols tempest :P
A faster tempest with greater falloff will give it a better chance to control any engagement and stay out of range while landing dps. Sure, dps will still piddle out like normal in falloff, and you will still have to speedtank rails etc, but the chance of surviving is better.
Like I said before, others smarter then I have already gone over all this in this discussion.
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Roland Thorne
Dark Sun Collective Kahora Catori
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Posted - 2009.09.23 14:37:00 -
[29]
And that is why I continuously use a 'phoon for fleets even though the dps is horrible and hard to put on target. You tank against anything, use drones, can fit nuets to your hearts desire, and there is no problem using rr. I like the mael and it has good damage, but its way to expensive for fleets and it needs all highs / you gotta gimp it for rr and shield tank it when using dps, and no self respecting fleet uses shields.
Everyone needs minny support though (recins, logi), and that is a good fall-to when things are tight.
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Roland Thorne
Dark Sun Collective Kahora Catori
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Posted - 2009.09.23 20:07:00 -
[30]
You never want to confuse the specialties of each race, or it will ruin eve as a game you want to play. We don't want autos to be blasters, but we do want more dps then we are giving atm, especially with large autos. Believe me, if I wanted to fire blasters I would have started a gallente or caldari character to fire them. Blasters SHOULD rule short range as missiles are good at lobbing warheads without tracking issues, and etc etc with all the other weapons types.
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Roland Thorne
Dark Sun Collective Kahora Catori
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Posted - 2009.09.23 20:59:00 -
[31]
I agree that arties seem misbalanced.
My recruiter was a caldari mission runner who loved rails, and I got the distinct feeling from watching him that they are supposed to be "lighter" then both beams and arties. Rails have greater clips, they fire faster, and they probably should even track better then the other two long range turreted weapons. And since ccp has obviously chosen to make lasers better at dps and range, it would be a nice niche for arties to have alpha advantages. Others have noticed correctly that alpha plays havoc with tanks which need time to recover, and that would include RR gangs with passive tanks. Hopefully, ccp will share some of the tracking bonuses they are working on for autos, with arties.
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Roland Thorne
Dark Sun Collective Kahora Catori
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Posted - 2009.09.23 21:20:00 -
[32]
Originally by: AstroPhobic @ Ath: No, this is a large step in the right direction. AC boats that use EMP basically just got a 9% DPS boost. Arty may (gasp) become useful, or at least a hell of a lot more fun.
I too would like to see more falloff (by any virtue) - and I phrased a question out to Nozh in the other thread. The chances of a response is unlikely, but it appears that they are reading. I haven't seen a CCP statement about hit quality in falloff as of... ever, so I wonder what kind of response they would give. Like I said in that thread, a good 30-35% falloff boost is a good "forgive and forget" measure that brings it close to being in line with their intentions, if it was 50% of DPS at optimal + (current) falloff.
Oh and the ammo damage types too. Yes, those.
In regards to autos, you notice Nozh referred to autos as being at least previously good at range over other weapons. Somewhat unfortunately, I got the idea from his comments that ccp has in mind to leave lasers with their range advantage and give autos an advantage of best tracking. Maybe this means they plan to balance most if not all minmatar ships to speed tanking?
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Roland Thorne
Dark Sun Collective Kahora Catori
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Posted - 2009.09.24 07:26:00 -
[33]
Originally by: Tyler Lowe
Originally by: Spaztick As of right now you have widely varying damage modification, tracking, optimal, falloff and rate of fire on projectile weapons, and on top of that you have projectile ammo varied from hybrid and crystals. Standardizing the damage on all projectile ammo is the best thing you can do for modifying the guns themselves because it gives a baseline to work from.
Spaztick, when you say "standardize" what exactly do you mean?
Its probably a reference to this:
http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1184365
It looks like we got something started, and hopefully it doesn't get twisted up into something odd. Heres to flying minny ftw :)
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Roland Thorne
Dark Sun Collective Kahora Catori
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Posted - 2009.09.25 17:36:00 -
[34]
Originally by: Seriously Bored Edited by: Seriously Bored on 25/09/2009 17:20:37
EDIT: And I'm going to have to send love poems to Iceland for all that they've done for the phoon! \o/
Lets not go overboard!
The changes make more sense, and 5/5 turrets and launchers are welcome on the phoon. Tempest still needs more work :(
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Roland Thorne
Dark Sun Collective Kahora Catori
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Posted - 2009.09.26 01:20:00 -
[35]
Hopefully its upgraded soon. My projectiles are better then missiles, so I'll have to run a pest for best dps :(
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Roland Thorne
Dark Sun Collective Kahora Catori
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Posted - 2009.09.26 06:55:00 -
[36]
Originally by: Liang Nuren
That's part of my point: I did use the same ammo - they're boosting close range ammo and nerfing long range ammo (seeing as how it wasn't terribly useful anyway). This means (as I said) that anyone using Artillery for close range work is seeing a pretty huge boost.
A boost that carries on over to Autocannons too.
Assuming minny get better tracking, etc; what kind of dps will 800s be getting with RF EMP in a 2 gyro pest with BS 5?
If you got the numbers avail, add med T2 drones with drone interface 5 as well, please.
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Roland Thorne
Dark Sun Collective Kahora Catori
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Posted - 2009.09.26 07:11:00 -
[37]
There was a lot of talk replacing emp with fusion as top ammo, but I'm a little concerned that will interfere with t2 ammos... ccp may not go for that. PP would be a better choice which would be unlikely lol
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Roland Thorne
Dark Sun Collective Kahora Catori
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Posted - 2009.09.28 16:46:00 -
[38]
Originally by: Seishi Maru well would just make it same as hybrids and lasers where t2 short range ammo is crap and frequently ignored.
Fusion SHOULD be top damage with EMP with 80% EM component should be second.
ALL t2 short range ammo for AC, pulse and blasters need a rework. Make them into something different.. or give them a 20-25% damage boost! They are basically useless against anything but capital ganking, so if their role is that short.. give them a HIGH damage
I can see your point with fusion, but a dps boost with t2 ammos would be a game breaker. Better to just let barrage be less tracking/more range as far as projectiles go.
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Roland Thorne
Dark Sun Collective Kahora Catori
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Posted - 2009.09.28 18:52:00 -
[39]
Originally by: Seriously Bored Edited by: Seriously Bored on 28/09/2009 18:30:49
Originally by: Roland Thorne
I can see your point with fusion, but a dps boost with t2 ammos would be a game breaker. Better to just let barrage be less tracking/more range as far as projectiles go.
Seishi was talking about Hail, not Barrage. Barrage has a perfect set of +s and -s as is. Key words in the quote were "short range T2 ammo."
Ah! -whew
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Roland Thorne
Dark Sun Collective Kahora Catori
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Posted - 2009.10.01 02:34:00 -
[40]
Yeah. I'm eager too to start refitting ships and trying things out, but waiting till after the changes and in the mean time using the 'phoons that I have.
My damage is still in projectiles, so I would prefer to fly a pest in a rr gang.
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Roland Thorne
Dark Sun Collective Kahora Catori
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Posted - 2009.10.01 03:30:00 -
[41]
Originally by: AstroPhobic To be fair I didn't include drones, but still your damage is going to be poor.
One of the reasons I advocate a 35% falloff boost across the board - armor tankers are either going to be forced into shorter ranges to make use of the new ammo changes or will remain exactly as they are with barrage.
With the pest, yeah :(
There is one thing I'm gonna try and test with the tempest after the changes: 1200s with close range ammo. Idk how the pg is gonna treat me, but it might make sense with these changes while keeping some semblance of tracking.
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Roland Thorne
Dark Sun Collective Kahora Catori
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Posted - 2009.10.01 07:41:00 -
[42]
Originally by: Pr1ncess Alia
...IF it is a meaningful boost, sure. I'd like to give CCP the benefit of the doubt, but with everything and it's brother carrying plates or shield extenders, i think the returns will be meh.
Bottom line (imo) CCP has decided in the past years that all the facets of combat that defined minmatar needed to be removed from pvp. (significant speed advantage and hit and run? meet speed nerf and HP boost).
They followed through on their convictions and, as usual, a crap ton of ships suffered drastically because of it, not to be fixed for years (if ever). The culmination of this across the board stupid-storm resulted in what the Tempest is today.
All other changes and nerfs over the years aside, 2 days screwed minmatar. -The day they thought multibillion isk ships going to fast required an across the board change to all ships. -The day CCP decided combat should last longer by increasing all HP across the board
and seriously, WTF do you think you are doing with the fleet pest CCP? let me see if i can word this properly...
CCP, YOU FAIL
I looked at the charts when the speed nerf took place, and the minmatar BS were changed on the same slate the others were. BS in eve are now slow and stately behemoths slugging it out with larger then life weapons - - except it doesn't work with projectiles balance. CCP could have very easily left minmatar BS alone when they made the changes, but they didn't. Personally, I think that would have kept with the style of the race and kept us different from the others.
Btw, I starting talking about BS because we all recognize here in this thread that they are the one minmatar class of ship that is basically not worth developing because of a weapon and ammo unbalance which mainly centers around the large autos and artillery.
Originally by: Pr1ncess Alia All other changes and nerfs over the years aside, 2 days screwed minmatar. -The day they thought multibillion isk ships going to fast required an across the board change to all ships. -The day CCP decided combat should last longer by increasing all HP across the board
What you are talking about is the vagabond pre-nerf and we are talking about ammo and tempests atm, but I'll bite. I was still young at the time and I fought them in lowsec, which admittedly they don't belong... In any rate, they were the most ******ed pieces of **** I've ever encountered, and they ruled everything because just you couldn't catch them. They couldn't kill anything that mattered besides some half-asleep ratter. They just buzzed around in and out of range, their pilots smack talking like mad. Of course we responded by training heavy interdictors, and me with a rapier, and they stopped coming by so much :)
Tbh I'm glad they are gone. (shrug) Goodbye with bad rubbish, and I hope they never come back, really. Your comment with their cost did not matter... what mattered is that vagabonds were a bane to pvp, taking the place of interceptors badly I might add, with everyone fitting for one regardless of cost.
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Roland Thorne
Dark Sun Collective Kahora Catori
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Posted - 2009.10.01 17:12:00 -
[43]
I apologize if I misunderstood or missread your post, however you are probably preaching to the choir.
Originally by: Roland Thorne
I looked at the charts when the speed nerf took place, and the minmatar BS were changed on the same slate the others were. BS in eve are now slow and stately behemoths slugging it out with larger then life weapons - - except it doesn't work with projectiles balance. CCP could have very easily left minmatar BS alone when they made the changes, but they didn't. Personally, I think that would have kept with the style of the race and kept us different from the others.
Btw, I starting talking about BS because we all recognize here in this thread that they are the one minmatar class of ship that is basically not worth developing because of a weapon and ammo unbalance which mainly centers around the large autos and artillery.
I really wasn't trying to be snippy, just talking about whatever. :)
We can't complain too much about minmatar... there are many fine ships sub-BS that maybe could have benefited from a little more balancing, but have not suffered to much in effectiveness. However, the BS class is completely different from the race; like night and day, and that is a balance issue.
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