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Thread Statistics | Show CCP posts - 12 post(s) |
Yaay
Game-Over
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Posted - 2009.10.08 00:26:00 -
[571]
Originally by: Deva Blackfire
If they are that bad then i guess removing their tracking to siege mode level is not a big issue? Oh wait, outcry that happened after this news was because they ARE used out of siege :shock:
So again, lots of nice words but still not even close to what was and is happening on TQ. Also proof or stfu.
It was changed because of the titan, not the dreads. And the outcry was to save the titan's performance with guns. There was no need to change the siege module effect or the capital guns in general.
Rules prevent kb links, so you'll have to do more than 5 seconds of searches I guess. Here's a hint though, try looking on PL's boards for the roir fight on the 4th.
DD changes
Docking PVP games |
Deva Blackfire
Viziam
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Posted - 2009.10.08 00:35:00 -
[572]
Edited by: Deva Blackfire on 08/10/2009 00:37:02
Originally by: Yaay
It was changed because of the titan, not the dreads. And the outcry was to save the titan's performance with guns. There was no need to change the siege module effect or the capital guns in general. And devs don't change their mind in 24hrs unless they get pwned with straight facts, which is what happened on the forums, despite what Sel might try to claim. Fact is, the guns got absolutely hammered on tracking, and the whoping 37% buff they gave to titans affected guns after they nuked tracking was on the level of 1m/s tracking per 10km of range so yippie, a titan could track 15m/s more than a dread at 150km range, that wasn't ******ed... What's the point of that kind of buff? Their new change is far more acceptable.
So whats the problem to bring dread tracking down to sieged level and give titans 100% tracking boost/level or even more? We already have hilarious values like 220% damage/level, nothing stopping CCP from giving 200% tracking/level.
If you say that most outcry came from titan users then i guess changing dreads and keeping titans in line is not a big problem?
Quote:
Yes, that's a half assed accurate report of what happened. Maybe you should get the full details, but either way, it's called tactic. Pl used it, and netted 16 capitals that night.
Tactics which depends on enemy doing major screw up cant be really called tactics. Its just taking advantage of a chance. In this case again caps were outnumbered by battleships and died. Still waiting for similiar numbers engagement where battleships win.
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Arch Law
State War Academy
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Posted - 2009.10.08 04:49:00 -
[573]
TBH, it would help if we had some dev(blog?) input as to what role capital ships are supposed to take in the new Dominion; i.e. if they are the sprinkles on top of a battleship cupcake or if they are the natural progression from battleships like battleships are the progression from cruisers.
And just to add, I think Titans are inherently broken with no clear role other than "kill more"... and maybe "baitan". But I suppose no one cares about Titans in this thread - What value, trust? In a world without betrayal? What value, charity? In a world without greed? What value, kindness? In a world without cruelty? What distinction, good? In a world without evil? |
deathfighter
Kryptec death from above..
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Posted - 2009.10.08 05:02:00 -
[574]
Hello Gents I read the first 11 pages and this last page. I have had a dread for 2 years and a carrier recently. Only used the nagflar twice in Pos battles and now it's gathering dust.
now to current business. Every ship class in eve is unique in it's own way based on mobility, dps, tank ... ect. There is no ship class in eve that completely overlaps/outclass another class. Take any 2 ship classes they all trade mobility for firepower and tank. Granted t2 variants keep some of the performances and boost some others for a significant price increase. so now we have the Titan class ships (they are ships) that make dreads completely obsolete. ----------Dread------Titan Mobility--Static-----Moves Offense----OK----<<<-Way Better Defense----OK----<<<-Way Better Alpha------OK----<<<-Way Better Tracking---OK----<<<-Twice Better Can be RR--NO--------YES Minimum time to commit to fight......let's not even go here
I know of course the dread is much cheaper (not really cheap though) but they all take 1 real person behind the monitor to pilot. Also once the siege mode button is pressed your fate is sealed with that of your fleet. There's no tactical retreat. The comparison is the same as having stationary frigates that cannot warp out fight battlecruisers. Sure the battlecruiser costs much more than 30 frigs but EVE has not been working this way until now. I don't see any advantage to choose a dread over a titan (cost not included)
As far as the supper weapon is concerned as others have stated no one likes to insta-pop without having any chance of survival. Again this makes the dreadnoughts outclassed to titans.
With this changes i fail to see the role of a dreadnought. Before it was one of the highest dps ships out there but now it fails on every aspect to super carriers and titans. My 2 pennies
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Mangtoos
GoonFleet GoonSwarm
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Posted - 2009.10.08 05:42:00 -
[575]
That is because you are comparing apples to oranges. When looking at Dreads vs Titans, you look at 20-30 dreads, or even 100.
20-30 dreads will melt a titan, 100 will liquify it.
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Hirana Yoshida
Behavioral Affront
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Posted - 2009.10.08 08:41:00 -
[576]
Why reduce XL tracking merely to prevent BS fleets from being killed? Pideon-holing (thanks Branko, love that expression) any ship into a specific and restricted role is bad for gameplay, more so when it is a multi-billion ship.
Wouldn't an increase of XL signature resolution have a similar effect in regards to shooting BS, hits but with diminished efficiency? Tweak painters range/effect and the commonly scoffed at Minmatar bonus gets a role in the big slug-fests. That way Dread's keep their anti-BS capabilities provided they have support to light up their targets (Vigil's are evil little bastards!).
As I understood Yaay's tracking explanation above, once a Dread sieges to shoot structures the static nature obsoletes most of the tracking formula, if not then increase signature on structures.
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Cadde
Gallente FireworX
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Posted - 2009.10.08 09:52:00 -
[577]
Originally by: Mangtoos That is because you are comparing apples to oranges. When looking at Dreads vs Titans, you look at 20-30 dreads, or even 100.
20-30 dreads will melt a titan, 100 will liquify it.
That is going to be the problem with testing this on SISI, there simply won't be a situation that is comparable to what TQ will/can do. Either everybody will be in titans or everybody will be in dreads and there won't be a proper titan ganking fleet set up. Atleast not this weekend!
It is also true that for every titan you can build ten times as many dreads, the same with cruisers and battleships. But while it's possible to kill a poorly fitted solo battleship with a cruiser it is way different on the dread vs titan battlefield. Not that i know anything about that in practice since i don't own a titan on TQ...
I however think that any platform that has a deathstar weapon really need to go into siege mode. And only in siege mode is that weapon operational! Kinda the same applies to it's guns, only in siege mode are the guns becoming useful. While they can fire and get the occasional lucky hit outside of siege, their real use becomes apparent in siege mode.
It should take longer for a titan to come into and out of siege mode than a dreadnaught, and i really think the dread could do with a shorter delay when going in and out of siege as well.
And i agree with most people here, i too wanna know exactly what role each and every capital ship will play in dominion. And how using a dread rather than a titan is favorable in certain situations where all you need is to melt other capitals and poses.
Finally, what role will poses play now besides safe spots, moon goo extractors and capital manufacturing facilities? Indeed they should become less powerful now that they aren't the big targets they used to be. Otherwise no-one in their right mind is going to want to even consider attacking one until everything else is taken care of in the system and when that happens we are still back in the pos bashing caveman activity we had before dominion.
My opinions belong to me, you can't have them!
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Jarnis McPieksu
Insidious Existence RAZOR Alliance
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Posted - 2009.10.08 11:18:00 -
[578]
Originally by: Yaay
Dreads in no way shape or form replace battleships. If you're going to start whining about that, then maybe you do belong in viziam.
QFT.
The sheer fuel cost of deploying a large enough Dread-Carrier capfleet means that most of the time Battleships are a far better tool for the job. Also it should be noted that Battleships are effectively disposable, capitals are not (not even to NC).
The case for Dreads over Battleships is mostly in situations where the battlefield is clearly defined so the lack of mobility isn't a huge deal - like a battle over R64 moon - and there is a good chance that the other side will field caps as well. Otherwise Battleships (with suitable logistics support) are usually the superior answer - they can actually jump to another system on demand and are able to realistically warp around the field. You also can usually field more of them in raw numbers.
Also, going in with caps requires you to be able to back your decision with the necessary numbers. Small capfleets are just food for ravenous RR battleship gangs (see: some recent MH vs. PL battles) and they can also attract random "LOL" capital hotdrops from third parties, often turning a fight into a rout.
Besides, it does not matter how big your ship is, 40 vs 200 is going to end badly for the team with 40, at least ISK-wise. Having your own subcap gang present can change the equation, but should they lose that subcap vs subcap battle while you have a set of caps on the field, then you lose those caps as well... (unless you are happen to be in lowsec, which makes tackling much more complicated, but those fights tend to be rare)
In any case, I'm pleased that CCP listened to the feedback.
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CCP Abathur
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Posted - 2009.10.08 13:43:00 -
[579]
Update 3:
The RoF and the jump delay on all Titan super weapons have been increased from five to ten minutes.
Pending possible change - removal of all insurance (Basic level) from supercaps. Pend Insurance cannot verify the working conditions or quality control of the facilities in deep space used to manufacture super capital ships and are currently examining company policy with regard to this class.
A few words on 'roles'.
Titans are not intended to 'replace' any particular ship class. We are not looking to make them better than Dreads or anything else. The debate on what makes a better ship is also extremely subjective and one you won't see us commenting much on.
What we want to do is at least make Titans 'capable' of combat engagements, even if it's not practical. That is your choice. The decision on weather the risk vs. reward of using them falls to the players. If you believe that the ability to pop one ship every 10 mins and do (potentially) two Dreads worth of damage is worth risking 50 billion ISK of uninsured bad-assery in a hostile environment, go for it. You can no longer clear the field of hostiles with a single button click, nor can you depend on additional win buttons to do the same. Additionally, good luck sourcing a quick replacement in the post-Dominion version of New Eden. Without proper support Titans, as with every other ship in EVE, are more vulnerable than ever.
We removed the AoE superweapon that has, for years now, prevented countless large scale sub capital engagements. We could have just left it at that and moved on but it was decided such a decision would be categorically uncool. Instead we have looked at ways to make the capital level of combat more dynamic and fun. We will continue to do this by looking at both the balancing of existing mechanics and introducing new ones (WTB: sub-system targeting).
Dreads will still be the best choice for everything from starbase take downs to Outpost assaults and will do a fine job of killing other dreads and those pesky Triage Carriers stopping you from melting Titans. A lot of pilots also don't understand what transversal velocity means and you can kill them too. If you've been following the recent Dev blogs and replies, you'll know that the number of valuable moons are increasing in Dominion, with R32's and R16's becoming more important. Those starbases aren't likely to be pulled down either. Can Battleships do all of this? Sure, just not as effectively or quickly as Dreads. Once again, that is your decision to make.
Trying to predict and theorycraft for every eventuality or tactic never works. Our goal is to provide players with options, not railroad you into rock, paper, scissors.
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Blazde
4S Corporation Morsus Mihi
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Posted - 2009.10.08 14:17:00 -
[580]
Edited by: Blazde on 08/10/2009 14:18:23
Originally by: CCP Abathur What we want to do is at least make Titans 'capable' of combat engagements, even if it's not practical.
And supercarriers? Are they intended to be not practical in combat too? Cos unlike the titan they don't have any non-combat capabilities... _
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CCP Abathur
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Posted - 2009.10.08 14:24:00 -
[581]
Originally by: Blazde
Originally by: CCP Abathur What we want to do is at least make Titans 'capable' of combat engagements, even if it's not practical.
And supercarriers? Are they intended to be not practical in combat too? Cos unlike the titan they don't have any non-combat capabilities...
Weather using a particular ship is practical or not is up to you. That being said, Supercarriers are obviously a much more combat focused ship. Feel free to post suggestions / comments on Supercarriers here.
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Virtuozzo
The Collective Against ALL Authorities
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Posted - 2009.10.08 14:35:00 -
[582]
Originally by: CCP Abathur Update 3:
The RoF and the jump delay on all Titan super weapons have been increased from five to ten minutes.
Erm.
The jump timer increase is healthy, since it enforces a higher need for teamwork as well as activity among teams.
But the RoF change of the targeted weapon is a double edged blade. We have seen the insanity subscribers over the past years, I think that is fair to say. The RoF change has direct impact on subscriber behaviour for reasons originating from both mindsets, economics as well as vested interests.
In other words, it is first of all a motivator for going overboard to compensate for risk as well as diminished efficiency of smaller scale focus points. And secondly it is a demotivator for smaller organisations in terms of facing a much, much higher treshold on their route towards a point of competitiveness.
A RoF of 5 minutes was fine. It was a theoretic value, since in practice the elements of mobility on the field as well as timers of interactions with other supporting fleet elements were of major influence. A 10 minute timer will bypass those timing elements, and again serve as a motivator for more Titans on the field.
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Max Teranous
tr0pa de elite Triumvirate.
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Posted - 2009.10.08 14:38:00 -
[583]
Edited by: Max Teranous on 08/10/2009 14:38:18
Originally by: CCP Abathur Pending possible change - removal of all insurance (Basic level) from supercaps. Pend Insurance cannot verify the working conditions or quality control of the facilities in deep space used to manufacture super capital ships and are currently examining company policy with regard to this class.
Don't be a wimp, get rid of insurance for all capitals
Max
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Thebro Nobrunder
Schrodinger's Renegades
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Posted - 2009.10.08 14:39:00 -
[584]
I still think Titans should have a "role". Dreads melt static targets. Super Carriers melt capitals. Carriers are uber logistics Titans are ?...
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CCP Abathur
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Posted - 2009.10.08 14:44:00 -
[585]
Originally by: Max Teranous
Originally by: CCP Abathur Pending possible change - removal of all insurance (Basic level) from supercaps. Pend Insurance cannot verify the working conditions or quality control of the facilities in deep space used to manufacture super capital ships and are currently examining company policy with regard to this class.
Don't be a wimp, get rid of insurance for all capitals
Max
This is something we considered but was deemed too harsh a penalty to smaller corps & alliances that do not have the financial reserves of more established groups. This doesn't mean it may not eventually happen, just not in Dominion. Further changes to insurance will be examined post-Dominion.
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Deva Blackfire
Viziam
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Posted - 2009.10.08 15:03:00 -
[586]
Edited by: Deva Blackfire on 08/10/2009 15:04:48
Originally by: CCP Abathur A lot of pilots also don't understand what transversal velocity means and you can kill them too.
A lot of pilots also know unsieged dreads hit moving battleships quite well. There is a reason you just nerfed titan tracking by 50%. Why leaving out dreads with full tracking then?
Quote:
Trying to predict and theorycraft for every eventuality or tactic never works. Our goal is to provide players with options, not railroad you into rock, paper, scissors.
Works in most cases. Unfortunately till now most of those were ignored leading to hilariusly bad game designs (AOE DD? 1st incarnation of bombers? 1st incarnation of blackops?).
As for options. Consider more subcapital vs capital options. Coz capital vs subcapital counters are aplenty. Other way round only feasible counter is battleship. Which is in fact countered by every capital (like i said earlier to a degree).
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Yaay
Game-Over
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Posted - 2009.10.08 15:25:00 -
[587]
Originally by: CCP Abathur Update 3:
The RoF and the jump delay on all Titan super weapons have been increased from five to ten minutes.
Why is this a better alternative than giving siege dreads a resist to a DD? This change affects a titan vs every ship, which people didn't mind too much. The alternative only affects the 1 ship that has no chance to avoid a DD.
DD changes
Docking PVP games |
Blazde
4S Corporation Morsus Mihi
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Posted - 2009.10.08 16:21:00 -
[588]
Originally by: CCP Abathur Weather using a particular ship is practical or not is up to you.
Sorry but this is another cop out response. The major gripe with motherships for the past 18 months has been that they have no survivability on a capital battlefied, ie. they're not practical. It's up to you to fix it. This isn't an Automated Targetting System we're talking about, it's the biggest most expensive ships in the game.
The Co2 mothership that died in Branch last week jumped right in the middle of the fight and didn't even manage to agress anyone before he popped (it wasn't laggy, and it wasn't even a particularly big fight). The hitpoint boost is not going to solve the core of this problem, only change it's scale very slightly.
Originally by: CCP Abathur That being said, Supercarriers are obviously a much more combat focused ship. Feel free to post suggestions / comments on Supercarriers here.
I have done already, they need lower sigradiuses or something else to take less damage from dreads. And if you want titans to be anything more than indis with a turret hardpoint ("it's up to you if it's practical") when it comes to EVE's biggest era defining battles then they need it too. _
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Franconis
Gallente Atropos.
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Posted - 2009.10.08 17:53:00 -
[589]
Quote:
... What we have in Titans is a ship that's in need of a proper role in EVE. ...
That one sentence sums up your task pretty well imo. The role of titans needs to be defined clearly BEFORE balancing is done. Figure out what it is supposed to be and then tweak the stats to suit that role, otherwise you get unintended results and more nerfing/boosting.
I know you've worked very hard on balancing titans, and I know that it may even be impossible. The suckers cost the isk equivalent to used cars in real life, but are somehow not supposed to be OP.
Now for my suggestion:
(problem) I would like to objectively point out two of the main arguments in this thread: 1) Titans are ozom/OP (depending on who you ask)with the new changes. 2) powerblocks that have them will steamroll others and prevent production of other titans.
(brainstorm) Lets see what can be done to each of those two main points 1) IF they are OP, then we should nerf them right? But they cost a hell of a lot in every way yet they need a role... I don't think it is reasonable to make something that takes so much of every resource and not make it supremely powerful in some way.
2) With the changes on sisi, they are relatively balanced in regards to super capitals as a class. The problem lies in the fact that they are so much more powerful in groups and that wise powerblocks will try to stop smaller groups from building them in the first place. Is the problem here with the ship alone? No. The imbalance in my opinion lies in the fact that Group A might field a group of titans where group B might never be able to field more than a couple if any.
(conclusion) This leads me to two conclusions: 1) If their only role is to be OP in some way, so be it. Just ensure that it is possible to kill them so that the population will be somewhat dynamic. 2) If the imbalance lies in the difficulty/impossibility of safely producing these things, then *cringe* make them safer to build. It would mean more of them in existence, but also more to balance out the major power blocks.
I truly hate to have to suggest those two things, but they are the only things I can see that would give titans any sort of balance.
CCP's task here is not an easy one, and regardless of what happens people will whine. I just hope that the end result will be what is best for the game in general.
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Virtuozzo
The Collective Against ALL Authorities
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Posted - 2009.10.08 18:30:00 -
[590]
Originally by: CCP Abathur Update 3:
What we want to do is at least make Titans 'capable' of combat engagements, even if it's not practical. That is your choice.
That is cool. The problem is the scaling challenge really, it seems to me most people are desperately trying to find some "role" to "specialise" in, something they are used to in other ship classes to a high degree.
Originally by: CCP Abathur
If you believe that the ability to pop one ship every 10 mins and do (potentially) two Dreads worth of damage is worth risking 50 billion ISK of uninsured bad-assery in a hostile environment, go for it.
From Exodus onwards it has become clear that the driving arguments are never about risk versus isk, but revolve much more about what sheep dream about: what do I need to achieve objective X without risking the objective or the perception of win / survival.
ISK is irrelevant. After all Empire space still exists, and sees little or no fundamental changes in terms of economics. Anyone who has thusfar been able to make sick ISK will continue to do so. We all know it is never about the margin, and always just about the volume when aiming for persistant ISK machines that require little or no effort.
As I mentioned in an earlier post, those who are vested already face the choice of investing in redundancy or to not bother with it. Put yourself in their shoes in todays perspective of a post EVE War universe: layers of defence .. circles of entrenchments .. redundancy of assets .. these are the keywords you find on most people's command forums.
I am sure there will be diversity in dealing with capital ships, especially in offensive scenarios. But it is the defensive scenario, under the jammer, which is not really changing. Or even moving away from this mad perception of "wth now we need more"
Originally by: CCP Abathur
Additionally, good luck sourcing a quick replacement in the post-Dominion version of New Eden.
Never underestimate subscribers for madness. But also never overestimate them for effort.
Production will remain a complete afk process without hickups as long as people have this perception or urge to build more. The reasons for this are very simple.
Only the few idiots who try a build close to choke- or entry points or at short range cyno distance will get (rightfully) their asses kicked. Everyone else will just take 20 CSAA's and move them to a spot at the edge of the map, to a station system with an upgrade to run a jammer, nicely connected via a bridge route and about 15 cyno's from the nearest low sec hub without anyone but the builder knowing which of the 20 CSAA's contains the build.
Originally by: CCP Abathur
Without proper support Titans, as with every other ship in EVE, are more vulnerable than ever.
That IS a much needed thing. It was what was really lacking for fielding Titans and Motherships alike on the field for a long time. It seems to me that this is something to be nurtured.
Originally by: CCP Abathur
We removed the AoE superweapon that has, for years now, prevented countless large scale sub capital engagements.
While that "prevention at zero risk" argument is mostly originating from past trauma while over time everyone learned to work around it quite nicely, the big gap between people trying to find some magic role and the new implementation just offers very little room for flexibility in general, including player driven versatility.
What are the chances of more XL Weapon types for Dominion, because that would provide for a wider variety of applications and conditions for players? Much more then these current changes.
Scripted Remote ECM Burst, Targeted (limited) area of effect EW, Targeted (limited) area of effect DD, XL Citadel Cruise Launchers, Targeted Big Suck Beam (200K neut), plenty options for use.
Titans 'capable' of combat engagements, without overkill, but with versatility, and without the push for "more". |
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Max Teranous
tr0pa de elite Triumvirate.
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Posted - 2009.10.08 18:52:00 -
[591]
Originally by: Virtuozzo
I am sure there will be diversity in dealing with capital ships, especially in offensive scenarios. But it is the defensive scenario, under the jammer, which is not really changing. Or even moving away from this mad perception of "wth now we need more"
One of the dev blogs said that caps won't be able to use jump bridges. That does change things a bit, as you have to drop your own jammer to get those caps in. That's a potential opportunity there.
Quote: Only the few idiots who try a build close to choke- or entry points or at short range cyno distance will get (rightfully) their asses kicked. Everyone else will just take 20 CSAA's and move them to a spot at the edge of the map, to a station system with an upgrade to run a jammer, nicely connected via a bridge route and about 15 cyno's from the nearest low sec hub without anyone but the builder knowing which of the 20 CSAA's contains the build.
In the round table at fanfest it was said you're only going to be allowed a max of about 3 CSAA per sysytem, and that's with max infrastructure. CCP already knows about the CSAA egg cup trick
Quote: What are the chances of more XL Weapon types for Dominion, because that would provide for a wider variety of applications and conditions for players? Much more then these current changes.
Abathur's talk on Saturday said they were looking at adding Citadel cruise, and revamping close range XL guns right after dominion. And maybe faction variants of capital weapons also.
Max
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Virtuozzo
The Collective Against ALL Authorities
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Posted - 2009.10.08 18:58:00 -
[592]
Originally by: Max Teranous
In the round table at fanfest it was said you're only going to be allowed a max of about 3 CSAA per sysytem, and that's with max infrastructure. CCP already knows about the CSAA egg cup trick
Still, change it to 3 CSAA's per outpost system in a constellation far away with 6 odd systems. The limitation is healthy, that is very encouraging to see, but it will not have that much (needed in the eyes of CCP) impact. But, I guess this is one of those nutty catch22 situations. Only making CSAA's incompatible with jammers would risk become a factor really, but that would probably be a bit over the top ... right?
Originally by: Max Teranous
Abathur's talk on Saturday said they were looking at adding Citadel cruise, and revamping close range XL guns right after dominion. And maybe faction variants of capital weapons also.
That is a big relief, yes, but it would make more sense as part of Dominion, if only because of getting people to get off their horse of "omg we need fixed ship role"
Besides, that is turret/launcher weapons. I would welcome more versatility on other offensive/defensive angles. Things which fill a potential niche depending on how players create conditions on the field (EW for example), but also some limited edition of area effect mechanisms (not necessarily weapons). I remember mines, and bombers sofar are ever more and faster fitting the parallels to those ...
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Fire Hawk
Destructive Influence
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Posted - 2009.10.08 20:51:00 -
[593]
10 minutes is far too long to be able to use your superweapon. now what you gone get is titan warping in and out all the time and gone be a nightmare, leave it to 5 minutes so titan have an incentive to stay on the field. Btw CCP are you gone boost the cpu on the levi and rag? ___ Fear the french touch.
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Fire Hawk
Destructive Influence
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Posted - 2009.10.08 21:05:00 -
[594]
edit: if you gone increase the timer (as you have said) at least increase the damage output of the turrets to do a lot more damage as be increasing the timer by 100% of the titan superweapon you kind of nerfed it by half (7 mins is more reasonable) ___ Fear the french touch.
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CCP Abathur
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Posted - 2009.10.08 21:19:00 -
[595]
Originally by: Fire Hawk Btw CCP are you gone boost the cpu on the levi and rag?
Ragnarok base CPU has been upped to 1050 for a while now.
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Weaselior
GoonFleet GoonSwarm
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Posted - 2009.10.08 22:21:00 -
[596]
Originally by: CCP Abathur
To clarify, nothing that was posted here ever made it to SiSi or will be going there. Further changes to capital weapons and ships based upon feedback from the forums, the CSM and FanFest round tables are still under review.
I don't suppose this means you rethought the Moros nerf, since that's listed there.
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Yaay
Game-Over
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Posted - 2009.10.09 00:06:00 -
[597]
Edited by: Yaay on 09/10/2009 00:07:54
Originally by: Hirana Yoshida
As I understood Yaay's tracking explanation above, once a Dread sieges to shoot structures the static nature obsoletes most of the tracking formula, if not then increase signature on structures.
You are correct. Signature only affects hits significantly once you approach maximum optimal. There is a tracking calculator somewhere that CCP provided that will demonstrate this further, but here's a practical test:
Go find a random POS module or launch one on SISI. Take a BS with long range guns, ammo doesn't matter. Check out the stats on that gun. .01 radians = 100m/s tracking per 10km range. Set your ship speed to 0, shoot a few volleys. Set your speed to 25% of your tracking speed at that optimal, shoot. Do the same for 50, 75, 85, and 90 and 100% speeds according to your tracking at that optimal. Compare your average damage over time. Now do the same thing at 101% of your tracking speed.
I would provide the stats from that test, but I'm out of town for 3 days on business... so you'll just have to wait.
Remember too, that any hit from a larger gun means significantly more than a hit from a smaller gun. IE a light hit from a mega pulse with 3 damage mods means way more in terms of damage factor than a normal hit from a heavy pulse since it's inherently doing about 100% more damage.
Originally by: Fire Hawk 10 minutes is far too long to be able to use your superweapon. now what you gone get is titan warping in and out all the time and gone be a nightmare, leave it to 5 minutes so titan have an incentive to stay on the field. Btw CCP are you gone boost the cpu on the levi and rag?
What happened to the pinned down titans you were talking about 4 pages ago :-D
DD changes
Docking PVP games |
ElvenLord
4S Corporation Morsus Mihi
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Posted - 2009.10.09 00:41:00 -
[598]
this whole titan thing is becoming ridiculous. Why don't you just remove them from game and be done with it? If you are unable to find them a suitable role in game remove them from it till you do get a clear picture what you want to do with them. And sorry to say Abathur, but you have started to talk crap. I actually had high hopes you just might make some things have sense, but guess I was wrong.
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Soleil Fournier
AWE Corporation Intrepid Crossing
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Posted - 2009.10.09 00:50:00 -
[599]
Edited by: Soleil Fournier on 09/10/2009 00:53:55 Abathur there's been a lot of feedback on the supercarrier thread, but no replies yet to it.
Could you make a post there replying to that feedback?
Thanks
P.S. Not a fan of removing the insurance. These arn't solopwn mobiles and you're very upfront about preventing this. So if they're not all uber, why remove insurance? Just another thing on the long list of downsides to a supercap (along with not docking, etc) without any huge upsides that other ships can't already compensate for.
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Jason Edwards
Internet Tough Guy
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Posted - 2009.10.09 01:37:00 -
[600]
Originally by: CCP Abathur Update 3:
The RoF and the jump delay on all Titan super weapons have been increased from five to ten minutes.
Well considering how crazy titans are now. This is a change to limit how much dmg. they are doing and how often. I dont think it's necessarilly the rate at which they are killing at.
However I propose the idea that the Doomsday damage do the damage over 30 seconds.
So not 3mil dmg hitting your ship in 1 millisecond. It's 3mil dmg hitting over 30 seconds. That way the titan needs a friend nearby to tackle the target. BUT has a very good chance of killing most capitals anyway... even if they arent tackled.
Furthermore. Even if placed around 1-5mins. It's much better. More skill required. Those being targetted have a chance of gtfo. Promoted teamwork... not target... shoot. logoffski. ------------------------ To make a megathron from scratch, you must first invent the eve universe. ------------------------ Life sucks and then you get podded. |
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