|
Author |
Thread Statistics | Show CCP posts - 7 post(s) |
Seishi Maru
The Black Dawn Gang
|
Posted - 2009.09.23 17:50:00 -
[1]
Originally by: CCP Nozh
Originally by: Lumy While you're at it, could you reorder ammo a bit? Imho the best order would be: Fusion, Phased plasma, EMP, Titanium sabot, Nuclear, Proton, Depleted uranium, Carbonized lead. The point is to have racial damage ammunition types as most damaging, best tracking and longest range ones. Than have mixed damage ammo sprinkled in between.
This interests me. We took a look at the over all damage type distribution, and it could do with some tweaking. How do people feel about the damage types the ammo is dishing out now?
I have to agree with him. Fusion should be TOP damage ammo for minmatar. Is a bit nonsense that the racial damage is only the 3rd level ammo!
Also EMP could be stramlined. Make it just 2 damage types. EM and kin. That would give some reality to the concept of changing ammo
|
Seishi Maru
The Black Dawn Gang
|
Posted - 2009.09.23 19:04:00 -
[2]
Originally by: Mutnin Edited by: Mutnin on 23/09/2009 18:55:59
Originally by: Josh Silver If Projectiles (esp Autocannons) are so terrible, why are the Vagabond/Sleipnir etc by FAR the most popular small gang and solo ships?
I agree there is a problem with Battleship sized projectiles (and the Minmatar hull offerings in that class) and Blasters, but you have to be careful not to buff the small/med Minmatar ships even more.
Well the Vaga is popular because it has great GTFO ability and gets fall of bonuses. Essentially the Vaga is a package in which AC's happen to preform well so it's popular.
edit.. forgot to mention that the Sleipnir also gets the much needed falloff bonus.
Vaga is NOT the most popular small gang ships. Its by FAAAAR the zealot.
|
Seishi Maru
The Black Dawn Gang
|
Posted - 2009.09.24 19:28:00 -
[3]
Originally by: Hirana Yoshida Edited by: Hirana Yoshida on 24/09/2009 18:59:10 Quite right. With a tweak to large artillery's damage, extra clip size and shuffling ammo/damage types around (for the explosive primary damage) a bit and projectiles are more than halfway decent. Still need an increase in tracking for large AC's to allow for the close range option and the added fall-off as already mentioned.
Small guns are almost perfectly balanced as far as I have experienced. Largely due to the much tighter spread, but as close to perfect as we are likely to get. Cruiser/BC guns on Rupture, Hurricane, Vagabond which are by far the most frequently used gunboats are adequate as is. They will benefit immensely from more fall-off and more focused damage types, so much so that the class risks being skewed heavily in their favour. Any increase in medium projectile damage should be taken out of their tracking .. damn Rupture is almost unbeatable as it is guns/missiles/drones and easy fittings
PS (off topic): Tachyons for all the hate/love they invoke are maddening to fit and use. Even with maxed skills I need multiple fitting mods for a full rack and the oversized capacitor on the Apocalypse is sucked dry in no time flat. PPS: 800's on the Apocalypse will be the new king of Amarr PvP if all changes to ammo/range/tracking go through
Only the most idiotic player of all eve history would use 800mm instead of Pulse lasers on current abaddon incarnation. Pulses have more range (specially on apoc) more damage... Also cap issue is non existent on the APOC. IT can fire longer with pulse laser than a tempest can fire with AC (hint.. an APOC can fire forever with pulses)
|
Seishi Maru
The Black Dawn Gang
|
Posted - 2009.09.24 19:35:00 -
[4]
Originally by: Ekeim I'm not very knowledgeable about projectile weapon systems in game currently, but after reading through this thread I wanted to ask if some of the discussed changes were implemented - what would the difference between hybrid turrets and projectile turrets be?
I've gathered from several posts that rate of fire is lower on projectiles than hybrids, but would that be the only drawback? If projectiles are brought in line to have the same range as hybrids, as well as the same damage per shot with equivalent hybrid range ammo, would the lower rate of fire be enough to balance against the ability to choose damage types and use no cap?
Another thing I was curious about was the focus on alpha damage. If a weapon system is designed primarily around alpha, doesn't that inherently limit it to a small range of situational effectiveness?
clear and huge differences. Arties vs rails.
Rails have longer range, better tracking and better long term dps due to reload, and are easier to fit
Arties have better alpha strike and no cap usage and have a LIMITED capability of selecting damage types.
Blasters vs AC.
Blasters have better damage (by far) and better optimal. AC have better falloff, limited damage type selection and no cap usage.
Contrary to popular belief.. the tracking are fairly similar...
The optimal and falloff basically neutralize each other on a large area of the engagement envelope, becoming an advantage to AC at ranges where both are already doing less than 60% dps.
|
Seishi Maru
The Black Dawn Gang
|
Posted - 2009.09.28 13:01:00 -
[5]
Originally by: rubico1337 Edited by: rubico1337 on 28/09/2009 05:44:54 projectile balancing is meaningless without taking into account the fallof hit-chance equation. as it stands now t2 pulses with scorch will ALWAYS out damage t2 ACs with barrage out to obscenely long distances
green is scorch red is barrage
this was done at all lvl 5 with largest t2 guns with barrage/scorch. no ship bonuses where applied the penalty of cap use simply does not matter in the face of superior damage and superior range, blus the ability to switch out crystals at will. if ACs are supposed to fight in falloff and be effective they need a 50% OR SO FALLOFF BOOST or a complete reworking of the falloff equation.
You CANNOT do that. You cannot compare weapons outside their ships! People must realise that! AC damage is balanced taking into account ROF bonus. Same way Lasers cap consumption is calculated taking into account cap usage bonus on amarr ships.
Want to make a fair compare put Maelstrom vs Abaddon. The abaddon STILL wins, but at least its a fair compare.
|
Seishi Maru
The Black Dawn Gang
|
Posted - 2009.09.28 16:13:00 -
[6]
Originally by: Kalia Masaer Really the only way for a fair comparison is with items fitted in ships with the same equivelant bonuses or no bonuses. As really when you consider it if you balance AC's in a Hurricane compared to a Myrmidon well that is just going to end badly because it would be so hard to see the line. Now comparing the turrets on an Abaddon and a Maelstrom well you may was well compare turrets without bothering with a ship bonus.
All weapon systems need to be viable on an unbonused ship unless the intended race for those ships recieves an additional bonus or you simply create more imbalance.
no no 1k times no!
That is not how the game was designed. Weapons are NOT made to be viable on any ship. Lasers have a built in massive damage advantage.. while they have a massive cap usage that "force "them to be used on ammar ships. Projectiles have easy fittings and no cap usage... but PATHETIC dps that forces them to be used on minmatar ships that have superior bonuses ( 5% rof bonus is VASTLY different from 5% damage bonus).
Comparing AC on a maelstrom vs an abaddon with lasers is completely different from comparing BOTH on a hyperion for example!
|
Seishi Maru
The Black Dawn Gang
|
Posted - 2009.09.28 18:37:00 -
[7]
Sorry if I did not understood. But that means em got 1 base damage extra on EM and not the 9.1% damage boost (to match AM)? That on all the sizes? (fized +1?)
Care to clarify?
|
Seishi Maru
The Black Dawn Gang
|
Posted - 2009.09.28 18:50:00 -
[8]
Originally by: Mioelnir Emp S currently has EM 5, Explosive 4, Kinetic 2, Total 11.
New Emp S gets +1 EM for EM 6, Explosive 4, Kinetic 2, Total 12 (+9.1%)
yes for small makes sense.. just want to be sure that escalates PROPORTINAL not DISCRETE up to large ones...
|
Seishi Maru
The Black Dawn Gang
|
Posted - 2009.09.28 19:02:00 -
[9]
Edited by: Seishi Maru on 28/09/2009 19:05:27 Ok.. then I am placing a buy order of a few tempests right now on jita....
|
Seishi Maru
The Black Dawn Gang
|
Posted - 2009.09.28 20:48:00 -
[10]
Originally by: Elaron Edited by: Elaron on 28/09/2009 20:34:05
Originally by: Etho Demerzel The design goal itself directly contradicts the idea of alpha davantage. So either the design goal was badly thought and need to be abandoned OR alpha-strike as an advantage must be abandoned and something else must be given to artillery (as the same dps potential of lasers for example at the same ranges).
I've expressed elsewhere my opinion that boosting alpha strike for artillery without addressing the other shortcomings of the weapon system feels like a placebo; something to make Minmatar pilots think that there's been an improvement in usability without actually giving anything substantial to it. In hindsight, Nozh's statements support that hypothesis as the alpha change seems to be blinding people with the promise of big alpha strike numbers.
And there has been an improvement. Now a tempest is the best large scale gate camper in game. You put 3 SB with locking speed and 5 tempest can insta pop some BC.
|
|
Seishi Maru
The Black Dawn Gang
|
Posted - 2009.09.28 21:20:00 -
[11]
Originally by: RedSplat
Originally by: Seishi Maru
And there has been an improvement. Now a tempest is the best large scale gate camper in game. You put 3 SB with locking speed and 5 tempest can insta pop some BC.
Or you can just fly any 5 other BS and accomplish the same thing without having to use a sucky weapons system and ship- and frankly, so what if you can kill a BC with 5 other ships.
in 1 SHOT with zero change of escaping.....
|
Seishi Maru
The Black Dawn Gang
|
Posted - 2009.09.28 21:27:00 -
[12]
Originally by: Elaron Edited by: Elaron on 28/09/2009 21:14:38
Originally by: Seishi Maru And there has been an improvement. Now a tempest is the best large scale gate camper in game. You put 3 SB with locking speed and 5 tempest can insta pop some BC.
And then the pilots all scream with rage when the typical 17 second RoF means you can't get another shot off before the rest of the target gang warps off.
funny because has been a few years since last time I managed to get on extra ships killmails becaue of better ROF while on a battleship gate camp. Things that escape.. do it in 6-7 seconds... so or you kill them asap.. or they are tackled and die anyway. A tempest with 3 SB can lock even a hac before it warps off.
At end people that are smart enough know that alpha strike CAN be useful on a lot of situations.
YOu can even fight around a gate warping in, selecting warp out while locking, fire volley.. warp out.. land and lock again in time to new salvo... and warp out.. avoiding tacklers and counter attacks without wasting any DPS during the warps.
But well.. you need PLAYER skill to do that.... and coordination.. maybe we will see only PL doing that then....
|
Seishi Maru
The Black Dawn Gang
|
Posted - 2009.09.29 00:56:00 -
[13]
Originally by: Liang Nuren
Originally by: Kaito Haakkainen Please spill, even if it's just wild speculation.
Well, if things scale with ammo size (wild speculation as far as I'm concerned), then you'll be hard pressed to outdamage a proj Mael with a laser Mael in any reasonably meaningful way. Not that you won't be severely outdamaged by a laser bonused ship, just that you won't be outdamaged by unbonused lasers anymore. \o/
-Liang
And that is the very basic minimal status that is required. The most damaging weapon on a maelstrom MUST be 800mm AC .. simple as that!
That fixes an epicaly stupid situation and brings the issue in normal "balance"issues.
|
Seishi Maru
The Black Dawn Gang
|
Posted - 2009.09.29 18:44:00 -
[14]
Originally by: NightmareX Edited by: NightmareX on 29/09/2009 17:42:23
Originally by: Etho Demerzel Blasters are broken when comapred to pulses and they must be fixed. Evenso they are slightly better than ACs, because they have a real damage advantage against lasers, albeit in a very small range. ACs have none
No. Lasers need to be fixed so it can be balanced to the 3 other weapon systems.
Now when Projectiles gets boosted, then everything will be fine if they also balance the Lasers to be inline with the 3 other weapon types.
When i say balance the Lasers, then i mean the tracking need to be nerfed by at least 15% on Lasers. Lasers needs the range it have with Scorch. But it's just really ******ed when you can get that much DPS, that much range and on top of that, really good tracking at med range.
I usually don agree with NightmareX, but this tiem he is right. Scorch range MUST remain, because its LASER flavor. What we need is a flavor disadvantage to balance it. And that is a MEANINGFUL tracking disadvantage.
|
Seishi Maru
The Black Dawn Gang
|
Posted - 2009.09.29 18:54:00 -
[15]
Originally by: Jason TerrorBlade My 2 cents:
Seeing what CCP wrote about the changes of projectile ammo i cant stop wondering that the long range/sniper Tempest will deal less damage, same for the long range Muninn maybe. If this is your idea of "buffing" and "looking into" CCP i dont want it. If you really want to buff minmatar gunnery, work on the tracking,optimal,damage modifier, rate of fire) of autocannons/artillery (especially on rate of fire/damage modifier and tracking) or atleast buff the close range ammo without taking damage from long range ammo.
what?
this is the new tempest performance .... sniper role, 3 damage mods long raneg ammo for all ships. NEW TEMPEST DISCREETE DAMAGE
|
Seishi Maru
The Black Dawn Gang
|
Posted - 2009.09.30 13:13:00 -
[16]
Originally by: Ath Amon
the choices on graph seem quite "strange" also the mega seem low on dps, we also dont know how many dmg mods are mounting these ships...
now the problem... other than the "big" new tempest line... in truth comparing it to the tach geddon (??) the pest have a dmg advantage of 8s at the start, 4 sec after 16s and another few sec and another 2-3s later on...
so the improved alpha will give a total advantage to that pest of... 15s over 60s with no reload... at the 4th volley that geddon have alredy built enought dps (+alpha) that the pest doesnt touch it anymore
so now how many battles are end in 8s? is 15s of supposed "dmg superiority" worth the low dps/low range/low tracking?
because that is the supposed superiority... add dmg reduction from faloff and tracking and here that arty will look as gimped as usual...
all ships are with 3 damage mods and usign long range ammo. The geddon is fit with 7 tachyons somethign you CANNOT do while using a MWD. Its just a extreme compare since the geddon has FAR higher DPS than apoc. I can fit an apoc and remake the graph if peoplewant. The megatron DOES HAVE LOWER dps than tempest before reload is taken into account! That means tempest wil have an advantage UNTIL the clip ends!
The only real disadvantages are in range and tracking. But if you manage to engage at 150 km the tempest and maesltrom now are the BEST snipers against large targets.
Alpha advantage is somethign REAL and simply math verifiable. You have ship a with alpha 5k and ship b with alpha 2k. Ship A has 300 dps SHip B has 330 dps...
The firign start at time ZERO. giving the A ship a 3k damage advantage that must be recovered by the larger ROF of the other ship. Ship B will take 100 SECONDS to move its damage curve completely ahead of ship B.
That is the time you have advantage.. 100 seconds not 8-9 seconds....
|
Seishi Maru
The Black Dawn Gang
|
Posted - 2009.09.30 13:20:00 -
[17]
Updated chart.
Now with new maesltrom, and a 7 tachyon apoc and a 8 tachyon apoc. All ships agaion with 3 damage mods and long range t2 ammo.
Notice how only the 8 tachyon apoc is abl to come close to arti boats in damage dealt by the end of the first minute. THe issue is.. 8 tachyosn apocs with 3 damage mods are not really standard fitting on fleets! THe common choise is 7 tachyons. UPDATED DISCREETE CHART
|
Seishi Maru
The Black Dawn Gang
|
Posted - 2009.09.30 13:39:00 -
[18]
Originally by: WarDecEvading NPCCorpAlt Edited by: WarDecEvading NPCCorpAlt on 30/09/2009 11:11:53
Originally by: Alex Harumichi Having used hybrids and lasers quite a bit, I'd claim that cap use is far, far from "no big deal". But that's just my opinion.
Cap use on the Apocalypse is pretty much a joke, and it's certainly not enough of an issue to warrant a 51% difference in optimal.
No, they don't have to be equivalent, but something like 10-15km less optimal and 20-30km more falloff would probably be an acceptable trade. That's not really the case though, the difference in optimal is staggering.
Quote: that means Minnie ships must use different tactics from other races.
Like what?
Apocalypse is a dedicated sniper ship. The balance factor on it is that its CRAP SHORT range cobmat ship due to the very low damage troughput!
APOC is the best sniper.. but at cost of being one of if not THE worse SHORT range cobmat ship (I consider short range at vincinity of web range)
|
Seishi Maru
The Black Dawn Gang
|
Posted - 2009.09.30 13:59:00 -
[19]
Originally by: Hun Jakuza Edited by: Hun Jakuza on 30/09/2009 13:52:48
Originally by: Seishi Maru ....The only real disadvantages are in range and tracking. But if you manage to engage at 150 km the tempest and maesltrom now are the BEST snipers against large targets.
Alpha advantage is somethign REAL and simply math verifiable. You have ship a with alpha 5k and ship b with alpha 2k. Ship A has 300 dps SHip B has 330 dps...
The firign start at time ZERO. giving the A ship a 3k damage advantage that must be recovered by the larger ROF of the other ship. Ship B will take 100 SECONDS to move its damage curve completely ahead of ship B.
That is the time you have advantage.. 100 seconds not 8-9 seconds....
Not realy.
1st: Alpha it's under 5k , and an apoc have over 2700, but..... (not reach 2x) The Apoc can shot ~3,5X time faster than pest.
2nd: With Apoc you can shot with faction standard ammo 128+25 (1 computer 2x enhancer) without tracking penalty (over 3300 alpha) and you can change the ammo under 1 sec. Try it arty with faction ammo Depleted uranium (0% range like standard ammo) . You can shot to 78+44 (1 computer 2x enhancer)
You feel the difference ?
3rd: What will be happen when a fast tackler coming from 150km? First you need to targeting he. (~4sec) He will be at ~138km. Sabre have with one medium shield extender effective 4850HP. Your first shot wont kill him because he have 50% explo resist and your ~5k alpha will be halves. If the pilot have experience try to move to you with angle and you shot because the arty have bad tracking (oh noooo laser better again) you scrached or missed him. You trying to shot again him, but you need 16-20 seconds for the second shot. He move to you over 3k (~3200 m/s with simple t2 fit), so he fly more ~50-64km. You cant hit him with t2 ammo, the bad tracking not too good for you, but if you try it to change you lost another 10 second and more 32000 meter and bb u are died and you couldn't kill anything.
An apoc can kill him easier, because he can shot many times when the tackler far away from apoc.
THAT is what is fcalled FLAVOR difference! Each ship has strong and weaker points. We cannot have clone weapon systems.
Arties are the best to fire at larger imobile targets that have less chance of outtrackign them. At same time Arties have the best chance of instapopping an incomming support ship. But they have hard time trackign things using any transversal advantage.. and have inferior range...ITs a TRADEOFF!
The time calcualtions were random nubmer examples. YEs apoc has 2700 alpha.. but maesltrom is 6500! Its MORE than 2 times! Its simple undeniable math on the form of discreete simmulation. Its simple and factual! The 8 tachyon apoc catches the maesltrom a bit over 1 minute, the 7 tachyon one takes ages to catch up.
|
Seishi Maru
The Black Dawn Gang
|
Posted - 2009.09.30 14:23:00 -
[20]
Edited by: Seishi Maru on 30/09/2009 14:24:27
Originally by: Hun Jakuza Edited by: Hun Jakuza on 30/09/2009 14:15:35
Originally by: Seishi Maru bla If you use new EMP ammo your alpha is 11.2K damage.. yes it MIGHT instapops a sabre!
Naomi Knight this is not truth, you will never hit a sabre with EMP L, just if he stand for you. But he will not. And other thing, we dont wanna same weapon styles yes, but i hope, the overpowered ships like Apoc and other overpowered amarr ships which ruined the game, maybe will be get a little nerf. The other races starting the games with disadvantage and that's not too good for game. I saw when the RR gangs have just geddons, i saw when a sniper gang 80% is apoc. We want to see another races ships in fleet too.
bloody hell dude. I am NOT naomi. I am KAGURA!!! You can't even notice how different the posting styles are? I am one of the persons that mobilized MOST on the need of projectile boosting, just ask Astros or anyone else that has followed this issue since the start!
|
|
Seishi Maru
The Black Dawn Gang
|
Posted - 2009.09.30 16:07:00 -
[21]
Originally by: Ath Amon
Originally by: Seishi Maru Edited by: Seishi Maru on 30/09/2009 13:31:24 Updated chart.
Now with new maesltrom, and a 7 tachyon apoc and a 8 tachyon apoc. All ships agaion with 3 damage mods and long range t2 ammo. All ships with largest guns possible! 425mm T2 on the rail ships.
Notice how only the 8 tachyon apoc is abl to come close to arti boats in damage dealt by the end of the first minute. THe issue is.. 8 tachyosn apocs with 3 damage mods are not really standard fitting on fleets! THe common choise is 7 tachyons. UPDATED DISCREETE CHART
The arti changes are great! Only blind stubborn people cannot see it! Or people really math chanlanged that cannto udnerstand that the alpha advantage doe snto end at the second shot but only at the point when the alpha strike ship curve stays permanently behind the other ships curve.
It's pretty simple. APOC with tachyons is king at logner ranges and longer fights. MEga is good at long range and smaller targets. MAesltrom is THE BEST up to 150 km against fairly imobile targets for up to about 100 seconds (countign realistic fittings of 7 tachyon apoc as adversary)!
with 1.75 indeed it look a bit better, but 60s is a bit short... can you do that for 330s (just before reload) and for 20mins?
also there will be still the problem of range... a mael/pest to reach a "decent" range will have to fit 3 tc to keep a kinda decent tank it will have probably to sacrifice a gyro, lowering its dmg and it will still fall pretty short compared to other bs
I could try for 330s. But 20 min I think would need to make a really huge graphic, or the vertical axis scale would become too small. Tonight will see if I find a better way to do it, like remaking it in a standalone software, not excel, so people might select the tiem window they want to observe.
But Running single numbers I can tell you the 7 tachyon apoc will outpace the maelstrom only AFTER the maelstrom reloads.
On a 20 min fight you may bey 100% sure lasers wil always come on top.
Arti boats indeed are not viable for sniper WITH tank setup. THey are good for glass cannons. That type of ship was getting outdated because of excessive usage of doomsdays, but with the titan changes the glass cannon snipers will become more viable again.
When I have a new graphic or application I will re-post it.
|
Seishi Maru
The Black Dawn Gang
|
Posted - 2009.09.30 16:38:00 -
[22]
Edited by: Seishi Maru on 30/09/2009 16:45:05 Edited by: Seishi Maru on 30/09/2009 16:40:26 Updated the graphic. Now in eve files since google docs does not allow me that big chart.
I extended it to 194 seconds,, tiem a maesltrom would have fired 13 shots and last time before 8 tachyon APOC surpasses the maesltrom forever. That chart doe snto take into account RELOAD TIME! I infact didn't checked how many shots fit in a 1400mm after the changes. So if still only 10, please disconsider the last part of the graph. MORE DISCREETE DAMAGE
If you want to know how damage would be at 170 km then just reduce minmatar damage by 18% (that with the theoretical falloff mechanism, not taking into account the complexities if the reduced hit qualities). That basically put the maelstrom about same place as the tempest is on this chart.
I can make a tempest or maesltrom that has 3 damage mods and 3 range modules. THat is standard fleet fit, much more standard than 8 tachyon apocs with 3 damage mods to be fair.
At end its YOUR job as minmatar pilot to convince your FC to engage at 160 km not 200 to take advantage of your fleet composition. THAT is what this game is about, selecting how to use your advantages. A FC that have 1/3 of his fleet made by tempests would be stupid to engage at 200 km. CCP cannot correct biased mind of players, that is up to themselves to fix.
At 200 km Atties are CRAP! But THAT IS WHAT THEY ARE SUPPOSED TO! At 150 km they are SUPERIOR ! That is flavor! That is tactics, that is EVE!
|
Seishi Maru
The Black Dawn Gang
|
Posted - 2009.09.30 17:13:00 -
[23]
Originally by: Bomberlocks
Originally by: CCP Nozh Over the years we've made many changes to other weapon systems, ships and mechanics that have rendered some of the projectiles advantages moot. We're going to attempt to fix this with various tweaks and fixes. Here's a graph that shows the damage trend of small ammunition types.....
You'll quickly notice what players have already been pointing out here on the forums. The high damage / close range projectile ammo is subpar when compared to the other ammo types, but when you look at the bigger picture, you'll also see there are some compensations. The original balance of projectile ammo seems to be skewed towards long range variations. Adjusting the projectile ammo to match its counterparts gives Phased Plasma ammo a 10% damage increase and EMP ammo a ~9.1% damage increase, while reducing the damage of the long range variations. The change will give auto-cannons a good performance boost, and make long range munitions easier to balance through the damage modifier. Mid-range crystals and hybrid charges give a bonus to capacitor consumption, projectile ammo is reduced in size. We don't like this, so we're looking at changing it to a tracking bonus. After ship hitpoint adjustments, the alpha strike of artilleries isn't nearly as impressive as it was a while back. In our first iteration of these changes we've increased the damage modifier by 50%, along with the rate of fire. The DPS stays in place, but the volley damage is increased significantly. With the increased volley damage, and increased rate of fire, the clip size doesn't matter as much. We still feel that it can use a boost. We're looking at doubling it across the board, now with uniform ammo size. Other things we might be looking at: ò Auto-cannon tracking adjustments ò Auto-cannon tier balancing Please leave feedback in this thread. The changes will be made available for public testing next Wednesday on Singularity.
The 40 second RoF for 1400 II and 33 second RoF for 1200 II arties is not acceptable. I know you were trying to keep the "balanced" but I think you'll be making large arties only good for one single thing in future: Alpha strike. Not sniping, not fleet matches, not PvE mission grinding (for which they're pretty much ok at the moment) only alpha strike. I think most of us could live with a 30% to 50% RoF increase, but 100% is simply extreme. It makes the arties even less useful than they were in the long run, IMO.
Please try a variation on Sisi with a better RoF (perhaps around 28 secs or 31 secs base Rof for 1400 arties) and a slightly lower damage modifier (instead of 12+, reduce it to perhaps 11 or 10).
There is honestly no need to penalise the arties in this way.
you are wrong. Check the graph. Arties are now EXCELENT for fleet fights!
|
Seishi Maru
The Black Dawn Gang
|
Posted - 2009.09.30 17:48:00 -
[24]
Originally by: Liang Nuren
Originally by: Seishi Maru
The firign start at time ZERO. giving the A ship a 3k damage advantage that must be recovered by the larger ROF of the other ship. Ship B will take 100 SECONDS to move its damage curve completely ahead of ship B.
That is the time you have advantage.. 100 seconds not 8-9 seconds....
THIS IS NOT TRUE. The alpha ship starts off with a large advantage consisting of (usually) two volleys of the higher ROF ship. Then from that time until the next volley from the alpha ship, the high DPS ship actually has the advantage.
THE ALPHA SHIP DOES NOT MAINTAIN THE ADVANTAGE FOR 100 SECONDS.
-Liang
Check the simmulation Graph. Its beyond any doubt. And if you unsderstood how discreete simmulation works you would have noticed that even without the graphics.
|
Seishi Maru
The Black Dawn Gang
|
Posted - 2009.09.30 18:54:00 -
[25]
Originally by: Etho Demerzel Edited by: Etho Demerzel on 30/09/2009 18:21:33
Originally by: Seishi Maru
If you want to know how damage would be at 170 km then just reduce minmatar damage by 18% (that with the theoretical falloff mechanism, not taking into account the complexities if the reduced hit qualities). That basically put the maelstrom about same place as the tempest is on this chart.
The hit quality damage reduction is not complex. At 18% of miss the hit quality is reduced to 92%. The end result is 75% of the nominal damage, not 82% as you hinted.
Quote:
I can make a tempest or maesltrom that has 3 damage mods and 3 range modules. THat is standard fleet fit, much more standard than 8 tachyon apocs with 3 damage mods to be fair.
1) No you can't have a 150 km sniper with EHP comparable to a Rokh or an Apoc and 3 damage modules. It is just impossible. Tbh it is also impossible with 2 damage modules, but you can AT LEAST have "just" 10% less EHP and 10% less dps. That is the best you can do, really.
2) It is NOT the standard fit, as your EHP becomes too low and it is NOT WORTH IT to have a little more dps and a lot less EHP
3) it is easier to make a 8 Tachyons Apocalypse, meaning you compromise less, than a 3 Gyros Maelstrom or Tempest. And teh end result will be better too. People use the 7 tachyon Apocalypse because it is EVEN better than the 8 tachyon one, meaning the EHP difference outweights the decrease in damage.
Quote:
At end its YOUR job as minmatar pilot to convince your FC to engage at 160 km not 200 to take advantage of your fleet composition. THAT is what this game is about, selecting how to use your advantages. A FC that have 1/3 of his fleet made by tempests would be stupid to engage at 200 km. CCP cannot correct biased mind of players, that is up to themselves to fix.
It has nothing to do with bias, but with strategy. At 150 km the opponent, if he does not have a significant number of artillery ships willengage in even terms with you. At 160 or more he will have the advantage. Thus, in the best case scenario, in the situations where you CAN choose, you will be on even grounds, in those you CAN'T choose, though, those in which THEY choose the engagement distance you will be severily outmatched.
Superior range for the same or higher dps means superior sniper. There is no way around it. That is why AMMUNITIONS HAVE DIMINUSHING DAMAGE AS THEY INCREASE IN RANGE. The game was balanced with this in mind. The devs just forgot about maintaining the same balance BETWEEN RACES.
Quote:
At 200 km Atties are CRAP! But THAT IS WHAT THEY ARE SUPPOSED TO! At 150 km they are SUPERIOR ! If you are engaging a dread at 150 km your arties are the BEST WEAPON! Arties need to have a disadvantage (Taht you guys are trying to deny) and its range and tracking! IF you engage a vagabond at 190 km arties are the WORSE weapon. If you engage a battleship at aroudn 170 km arties are about EQUAL to other weapons!
At 150 km arties are just slightly inferior to lasers, because:
1) They have lower dps than lasers 2) Both minnie snipers need 3 range modules, which makes it impossible for them to equip the same number of damage modules and tank of Amarr snipers. 3) Laser tracking is almost 60% higher
At 160 km or more artillery is overwhelmingly inferior, because it has EVEN LESS real damage...
So basically beam lasers have: more dps, more range and more tracking.
Quote: That is flavor! That is real BALANCE! That is tactics, that is EVE!
This is NOT FLAVOR, this is a CLEAR imbalance. Lets just switch the attributes of artilleries and lasers and see how much you speak of flavor.
Then show me how you fit an apoc with 8 tachyosn 3 damage mods AND a tank as you say. Stop writing crap... apoc can only fit a tank with 7 guns.
|
Seishi Maru
The Black Dawn Gang
|
Posted - 2009.09.30 19:41:00 -
[26]
Edited by: Seishi Maru on 30/09/2009 19:44:40 You just prooved that I am right, On thiose conditions the Maelstrom is superior to the APOC (Specially with the falloff increase on scripts). Minimal range difference, massively larger alpha strike. You cannot make an APOC with 8 tachyosn 3 damage mods with massively more HP than the maesltrom, as I said and you proved, the differences are minimal. Also check how long that APOC of yours can fire its guns.. then add that to the damage chart with tiem stoppign to relaod cap and suddenly the 3 minutes ahead the maelstrom had goes to infinitum!
All maesltroms in fleet use 3 damage mods, most apocs use 3 damage mods and 7 tachyons. Don't want to compare those.. good for you.. then you are living in a dream world and comparing things that do not exist.
Sniper is a glass cannon. TAnked snipers make sense only to tank DD. If you are primaried you warp instantly or your die.. have 100K EHP or 50K.. no difference.
BTW wasting isk on a named MWD for a sniper is fail!
|
Seishi Maru
The Black Dawn Gang
|
Posted - 2009.09.30 19:47:00 -
[27]
Originally by: Orakkus
Originally by: Etho Demerzel
The calculation is still valid and it will ALWAYS be. If a ship has superior dps and lower alpha IT MUST catch on between the higher alpha ship lower dps ship's volleys in increasing intervals until it surpassses it for good. It is basic math...
I should have been more clear I guess. The part that seems to stand out to me was that the DPS figures caught up to the Alpha figures after two volleys (this was a noted fact prior to the current SiSi upgrade). With the current setup on SiSi with an upgrade to Ammo, as well as an upgrade to the damage modifier on the artilleries, plus a 50% ROF increase should change that dynamic to a much longer period time before DPS does catch up to Alpha. I think that was addressed with the previously mentioned graph. Still, if I am missing something, feel free to clarifty. Personally, while I still have yet to test them on SiSi, I think this change will favor having Minmatar ships in fleet (while not placing them in the realms of the Amarr or Gallente or Caldari ship tactics).
DPS does not catch up to alpha when the other ship curve passes first time ahead. IT only catches up when it passes COMPLETELY ahead. That means when arti does not have advantage at any moment.
Want to see damage LINE you link the corners of the stair between each shot. The derivative of that function is the DPS over time (not instant dps, that is a different concept)
|
Seishi Maru
The Black Dawn Gang
|
Posted - 2009.09.30 21:01:00 -
[28]
Originally by: Liang Nuren Edited by: Liang Nuren on 30/09/2009 20:44:47
Originally by: Seishi Maru DPS does not catch up to alpha when the other ship curve passes first time ahead. IT only catches up when it passes COMPLETELY ahead. That means when arti does not have advantage at any moment.
You are wrong. At T=16, who has done the most DPS? Who has done the most damage? It isn't artillery. Now, don't get me wrong - that's a function of having high alpha. But you're trying to pretend like artillery is "ahead in DPS" even though it's only in a damage advantage 1 second out of 17 (towards the tail of this graph).
I've always been a fan of alpha, but you're drastically misrepresenting the facts here. Alpha is advantageous (as far as DPS goes) if the fight ENDS at a time where it's done higher damage.
Quote: Want to see damage LINE you link the corners of the stair between each shot. The derivative of that function is the DPS over time (not instant dps, that is a different concept)
Actually, you would link through midpoints unless you are deliberately trying to distort the graph. Which you seem to be wanting to do.
-Liang
Ed: Spelling
no YOU are wrong! You are the one with zero comprehension of MATH! The important is the sum of the areas under the curve and the angular factor of the damage application that correspond to damage over time, somethign much more meaningful than DPS. Sorry but you are completely outclassed on this. I gained my life for 1 year programming discreete simmulations for factory grounds and I KNOW this stuff far more than enough to deal with this case! There is a whole field of math & statistics to explain and annalyse such systems, and you clearly have NO CLUE!
You do not link the MIDDLE part, but the TOP part of the graphs to get the gradient on a time slice. Linking the mid point woudl result into a limit that tends to the average damage dealt when time tend to infinity! Since I am observing the period from 0 to 100 i need to link the TOP part!
On a ponderated sampling arties have the advantage and that is what matters! If you randomly pick any time from 0 to 100 seconds the probability of arties being on tope is MASSIVELY higher than the other ships! The only one that comes close is the 8 tachyosn APOC with 3 damage mods. All the instants from 0 to 100 seconds have exaclty same probability of being an instant you are in the moment! I really don 't know how to explain in ever simpler terms...
Simply anyone with a clear and sharp brain can look at the graph and draw the conclusions that arties have a superior result on the tiemframe from 0 to 100. Sum all the seconds where arties have advantage from 0 to 100 with weight equal to their damage advantage at that time. Now do the same for the other weapons. See the HUGE disparity! If you start from 30 to 60 seconds arties STILL have an advantage! That simply show that you are WRONG and are unable to annalyse a discreete system graphic.
I won 't discuss more with you, because i have math at my side, I presented proofs that anyoen can look and understand.
|
Seishi Maru
The Black Dawn Gang
|
Posted - 2009.09.30 21:23:00 -
[29]
Edited by: Seishi Maru on 30/09/2009 21:25:18
Originally by: Uncle Smokey
Originally by: Seishi Maru no YOU are wrong! You are the one with zero comprehension of MATH! The important is the sum of the areas under the curve and the angular factor of the damage application that correspond to...
any other construction workers who found this part funny? :D
curious why its funny? I don 't know how this terms are applied to construction, just using them on the context of discreete system simulation (simple math terms, maybe simplistically translated from my main language) and with a bit of irritation with some people ( guilty of being a person with short temper).
|
Seishi Maru
The Black Dawn Gang
|
Posted - 2009.09.30 21:29:00 -
[30]
Originally by: AstroPhobic Edited by: AstroPhobic on 30/09/2009 21:24:44 You can't derive those pointy things. You can play connect the dots, though.
ed: smokey was laughing 'cause he had no clue what the hell you were on about
Yes you cannto derive, but the connection of the dots give an EASIER to comprehend curve of the accumulated performance over time. Ideally since its a discreete system, it should be annalysed statistically as a field of probabilities. But that is harder to understand for most people that do not live working with math. If you connect the dots it becomes evident (graphically) how much tiem arties spend ahead of the other guns from 0 to 60 seconds. But youa re 100% right that this is not a true derivative.. just an illustration.
|
|
Seishi Maru
The Black Dawn Gang
|
Posted - 2009.09.30 21:41:00 -
[31]
Originally by: Liang Nuren stuff too long to quote
For someoen with 4 years on math you are pretty subborn on some obvious points. THe average dps is not rellevant. The average damage dealt from 0 to the curremt moment is relevant. If you have a degree in math (mine are on statistics and computer siences so we are rougly matched on discreete simmulations) then you can understand that and you KNOW that this is what matters on a limited period of time( when you extrapolate ad infinitum then DPS is the focus). Neither of the ships wil five for more than 4-5 minutes so infinity annalysis help nothing.
And that is why you link the graph from the top, because the whole system start up at the start of a reload cycle. If you link that point to middle of the step you are linking 2 different moments on the system, THAT is completely misleading!
If you want to link the middle of the parts then you need to start the graph at the middle of the step! But then the angle will be same, but offseted (does that word exist in this format in english?).
You are the one being misleading! You are trying to tangle with semantics! Having advantage from 0 to 100 does not mean having advantage at all local maxs of the functions. It means that the performance on the PERIOD is superior! And know that I know that you CAN understand that, there is no excuse for your agenda!
If you make a curve with EXACT same dps as the maelstrom but with alpha strike 1.. you will have a massively inferior performance on the time period annalysed. Only when the annalysis reach infinity both curves will "match".
|
Seishi Maru
The Black Dawn Gang
|
Posted - 2009.10.07 12:13:00 -
[32]
Edited by: Seishi Maru on 07/10/2009 12:16:15
Originally by: Neutrino Sunset Edited by: Neutrino Sunset on 07/10/2009 02:23:07 Edited by: Neutrino Sunset on 07/10/2009 02:22:24 Edited by: Neutrino Sunset on 07/10/2009 02:21:50
Originally by: Cpt Branko
Also: I'd sooner have better tracking/range on arties then alpha, but you cannot have both really, for reasons outlined in the thread.
Not being funny or anything but I've read the whole thread and I must have missed this bit. I caught the whole bit about how alpha is mostly just a change that gives the guns character and in no way make makes up for crap dps. So why must we have worst dps, worst range and worst tracking again? Because that's what's implied by with the notion that we should only expect to be able to have decent alpha isn't it?
If as you say the changes are fine for you, how do you make sense of the idea that the shortest range guns on the (ever so slightly) fastest ships should have tracking that is over 50% worse than the longest range guns on the slowest ships?
Edit: I'm assuming by 'tracking/range' you mean tracking _or_ range not both, with tracking being my preference.
From where do you get this crap dps? Care to see graphs peopel made and notice for example that only 8 tachyon apoc and 8 425mm hyperion outdamage maesltrom? THat maesltrom has MORE dps than megatron, rokh, or apocalypse with megabemans?
Stop with this crap dps mith. The arties had crap damage over time because of reload mostly. With changes in ammo size and ROF that is aproblem of the past!
Arties disadvantage is in RANGE and tracking. Arties advantages are on alpha strike and no cap usage. PRetty FAIR and FLAVORED and balanced! And even when arties have lower dps they LARGE alpha strike advantage takes TIEM to be completely compensated by any superior dps of the oposing side!
Increase in alpha trike is not just a CHANGE.. is a HUGE boost! Specially for people that want to use BRAIN and tactics!
If you give them more rane and more trackign they are just clones of rails. If you want that.. then train gallente.
|
Seishi Maru
The Black Dawn Gang
|
Posted - 2009.10.08 16:19:00 -
[33]
Originally by: Neutrino Sunset stuff
Now put that dps numbers combined with ship bonuses. The dps advantage is massively reduced.
Comapring Guns without ship bonuses is WORTHLESS. Guns cannot fire wihout ships!
And NO the maesltrom only does not outdamage the Abaddon (not a realistic sniper sicne it cannot fire for long, the armageddon same issue). The apoc with 7 guns is outdamaged by the maelstrom. The apoc with 8 guns and 3 damage mods is the only realistic (but not so easy to have ) sniper that outdamages the maelstrom.
Realistic snipers liek 7 tachyon apoc, megatron, rokh are all OUTDPSed by the maelstrom! At the price of a quite bad tracking.
I got no arse handed btw, I just stoped arguing with someone that was presenting the SAME results as me just forcing his OWN view of the issue. Re-read his and my posts and you will see(if you are able to understand) that he shows NOTHING wrong with my data, he just defends a different meaning for "ADVANTAGE". And that because he is very biased on his view that DPS should always be prefered, even when himself admited that I am right when I said that from 0 second to roughly 3 minutes the 1400mm boats are statisticaly ahead on damage most of the time! His only argument is that this is not having the advantage... something that I still call complete nonsense. You might arguee that is not having SUPREMACY.. but is still having an advantage. G
Sorry if YOU could not understand both of the parts arguments. And also would like you to show where I said the apoc is NOT the best fleet sniper. No one on their right mind woudl say that. What i defend is that there are a LOT of stupid people aroudn here that cannto see that the roel the APOC fills is not the only role for a sniper! There are not only 100 sniper fleet fights in eve. APOCS ruel fleet fights. THat is THEIR role. Tempests with very high alpha strike are best on OTHER scenarions, with way less ships. Take 10 galass cannon of both ships. at 150 km with smart and prepared commanders and result is clear. TEmpest pop 1 apoc first salvo, apocs do not.. tempests warp to other sniper spot, negating apoc second salveo. After they land both sides wil fire aproximately same time.. end result of fight? A massive victory for the tempests. IF you push to 50 ships, surely apoc wil always win. But its YOUR problem to use the ship on its best circunstances.. CCP just need to give us a ship that can excel at some scenario .
If you are unable to read someone posts withou lying about what you read on their posts then you should not even try discussing balance.
|
Seishi Maru
The Black Dawn Gang
|
Posted - 2009.10.21 10:54:00 -
[34]
Originally by: Caldor Mansi Edited by: Caldor Mansi on 21/10/2009 08:48:35
Originally by: Washell Olivaw 4. None of us added anything new after the first 5 pages, but added 2 cents anyway.
Sometimes you just need to cry out laud to be heard, even though it was said many times before...
Proposed changes are not helping anything.
Originally by: ijustwannatalk The fact that nozh isn't replying means one of three things:
1. he's been fired (we can wish, but it if hasn't happened yet, its probably not going to :( ) 2. he doesn't like the feedback from this thread so he's going to ignore it and let it die like the other two mentioned earlier 3. he's already decided what the fix is going to be and is going to ignore all feedback, kind of like what he did with carriers and speed.
There's a reason he's the only dev that's ever had the honor of his own thread requesting he be dismissed from his post, and its not because he's good at it.
Nicely summed up.
/signed :)
To be fair, Nozh is not the only one suffering the issue of having no idea what he's doing. Considering late changes and additions to the game you can quickly come to the conclusion that they are not made to make the game better but to get the paycheck only...
Improving the game just for the sake fo improving is not the right way for game development...
nope.. proposed changes ARE helpinga lot! And people that are pleased are in test server enjoying them instead of complaining here! THat is what you don 't see and what he can see.
THe changes do not solve all the issues, but sayign they are nothing is senseless.
There are a few things that CCP had not talked anything about that people proposed (seriously.. I ignore stupid ideas like making the weaponscopies of lasers but with no cap usage).
Changes between tiers. What CCP think? if they discarded.. why? WHat is the line of tough?
Fusion / EMP swap on damage scale... same questions as above
Change in the Falloff skills to 10% per level.. same question as above.
The specific role the tempest should be filling.. what is CCP vision?
The issue of falloff damage curve being much worse than the OLD theories suggested... was intended? how that affects the CCP views on balance?
I personnaly am EXTREMELY anxious to use the new arties on TQ, have used them a lot in test server in small packs of snipers and they RULE! THey are the very thing I needed for low sec.
|
Seishi Maru
The Black Dawn Gang
|
Posted - 2009.10.21 14:19:00 -
[35]
Originally by: Caldor Mansi
I don't care wheter they are 'helping a lot', they are not addressing the issue. It is just another band aid without solving anything.
1) Fusion / EMP damage swap - lasers would need to hit the hardest resist while being shot on the lowest. It is already silly as it is with T2 Matar ships having ridiculus 90% EM.
2) Fall-off bonus - unecessary boost to lasers.
3) Don't ask about vision the person who claims he will fly Blaster boat with AB fitted after the speed changes last year..you ask for troubles. Tempest is decent close range ship, imo. Malestrom is the intended sniper - yeah, with shield boost bonus...
4) Fall-off curve is fine. As I see it, you have 3 options with Matar AC ships: a) close range DPS Typhoon b) close range utility Tempest c) 20km range Maelstrom
5) The fact you enjoy new arties for low sec does not mean the changes 'rock'... High aplha is nice but only with very specific use, what about people who do not need high aplha? As I sugested, the changes would be more suitable when transformed into T2 ammo. Also..increasing aplha on guns and ships that has lowest range and absolutely awfull tracking is a bit...silly.
I can counter all your arguments with same level of logic as yours:
1) You can say the same about maelstrom being shot at its lowest ressit by ammar ship and dealing EM heavy damage on an ammar ship. Doe snto change fact that races shoudl be biased towards their FAVORED damage type.
2)Boot to lasers? Lasers have such small falloff that is meaningless 25% extra base falloff (from cyhanging the skills) and you get whooping 2 km on a mega PUlse.. OMG how ULTRAGIOUS!
3)Does not change the fact that the ONLY vision that matters is from the game design team,if we don 't understand what they want we can never help sufggest a balanced decision. Just screaming what YOU want is what is called poor negotiation skills.
4)That is hwo it is, does not change fact that isa fugly situation where the most tank focsed battleship in game is the sniper and the least tanked battleship is a close combat one... with LESS damage... LOL Tempest completely overhelpemd by typhoon and maesltrom on any NON solo environment. Jsut wnat to know if CCP vision of tempest is that.. SOLO!
5)The fact that I am happy is as relevant as the fact that yOU are not happy. Also there are already incredble weapons for 0.0 fleet fights, called tachyons on apocalypses. We in low sec have the same rights to have weapons that fill our scale of engagements. You cannot give massive alpha on guns with very high tracking. THAT woudl be silly. That would be same as making torpedos do full damage to cruisers.
|
Seishi Maru
The Black Dawn Gang
|
Posted - 2009.10.21 17:36:00 -
[36]
Originally by: Caldor Mansi
No, giving citadel launcher to battleships would be the same as adding aplha to arties. Usefull in situations where you are able to apply their damage, under other circumstances not that great.
And HOW would that be bad? That woudlbe awesome. Would make game more interesting and fun.. and we play games because of that!
|
Seishi Maru
The Black Dawn Gang
|
Posted - 2009.10.25 11:46:00 -
[37]
Originally by: Cpt Branko
Originally by: Tokran Inami
Hail working fine against targets of your size? A Tempest with 800mm ACs and all lvl 5 skills cant even track a standard non-ABed, webbed and scrammed BS orbiting it at close Range. Only use for hail is for shooting ships LARGER than your size category while youself dont need any cap.
Ahem.. orbiting it at close range? Why would you let it orbit you at close range? Clicking disabled maybe?
Frankly, I really like the fact that we both have a functioning ammo for sheildtanks and great ammo for killing all non-Minmatar T2 crap, and have a functioning ammo for T1 armour. EM is a preety awesome damage type.
Changing Fusion and EMP just makes Minmatar easier to use in hands of people who don't know how to, eg. use T2 ammo, while on the other hand nerfing the very useful damage type versatility for people who do.
Sure, it's not really relevant for larger gangs where you aren't going to reload specific ammo for this or that, but I prefer our ships being oriented towards small fights where it matters and not towards BS slugging it out with other BS gangs. Which you have the Typhoon for anyway.
nothing in world can change fact that t2 close range ammo are alL FAIL! The only reason why AC sometiems use it is exaclty because of how pathetic EMP (spoecially before this changes) is!. If we had good close range T1 ammo like other races then our t2 ammo would vanish as theirs have.
|
Seishi Maru
The Black Dawn Gang
|
Posted - 2009.10.27 22:39:00 -
[38]
Any one randomly complaining after these new set of changes is jsut nonsense broken mind bised or just not very capable of understanding the concept of balance!
There is no way to expect more than that without becoming dumb overdone work.
The most you can get is not match your own MOOD of changes. I would prefer high alpha on 1200mm as well, but its a reasonable compromise to avoid carebears spoiling the marvelous boost that 1400mm are getting.
Now finnaly AC and arties WILL be able to choose damage realistically! THUMBS up!
|
Seishi Maru
The Black Dawn Gang
|
Posted - 2009.10.28 00:45:00 -
[39]
Originally by: Liang Nuren
Originally by: Zarnak Wulf Astro is going to **** himself. The TE/TC improvements will help out the other races as well. Do Hybrids need a look after this?
I don't know - it's one of the major things on my agenda when it hits sisi. I will be posting a very large selection of graphs as soon as it hits and I find the time.
-Liang
main issue is.. it will boost a lot projectiles.. a bit hybrids.. and almost nothing on lasers. That closes the cap between the weapon systems. And currently that is GOOD!
Now the things to find out is how much tit helps hybrids then percentually agaisnt projectiles then percentually against lasers.
|
Seishi Maru
The Black Dawn Gang
|
Posted - 2009.10.28 11:18:00 -
[40]
Stop being paranoid people! The projectiles changes are all good because they sweap projectiles into a good performance position in a more clear role difference between weapons.
Blasters now look inferior? Maybe. But its much EASIER to fix just blasters than was to fix arties and AC giving them roles and differences.
All projectiles changes should go on. They are great!
They avoid the need of any NERF on lasers that would bring up whining and people sad. As with this changes, AC and pulse lasers each are superior on different tactics adn scenarios. That is GOOD!
Now just need to make blasters again king at their realm. Their realm of operation is much easier to define. Very close range, very high damage. Blasters still have superior raw damage. Main issue is their hard time hit at their selected range. Just increase blasters tracking and they can deal their top notch damage more easily.
|
|
Seishi Maru
The Black Dawn Gang
|
Posted - 2009.10.28 13:18:00 -
[41]
Keep in mind that the armor tank vs explosive will not keep on same level of issue. Exaclty because these changes will push quite few people into adding 1 Explosive resist module/rig on quite a few of setups.
You can quite predict that kinetic will become the lowest armor resist on a good number of pvp setups.
|
Seishi Maru
The Black Dawn Gang
|
Posted - 2009.10.28 23:49:00 -
[42]
Originally by: Pattern Clarc Edited by: Pattern Clarc on 28/10/2009 23:40:12
Originally by: Kagura Nikon
completely irrelevant (both answers).
The hac gangs use shield tank because shields repair immediately!
What a load of rubbish. HAC's have barely enough EHP to make it count, lose there shields and on the next volley they explode. A shield RR battleship would be vastly more effective, the only thing hindering there use are the lack of platforms (2 armour tanking bs's for every shield) and the insane CPU requirements for shield tansferers, and even then it's more common than you think..
Originally by: Nuts Nougat This. If you want a tank+gank ship there's typhoon, maelstrom, mega, geddon, raven, abaddon.
Haven't you considered the idea that "Tank+Gank" is what Battleships do. This is there role, this is why people fly them. When they fail at this role they are either displacing a ship in a smaller size class, or being displaced by a ship in a smaller size class (sup scorpion) or just full on useless, thats where the tempest is at right now.
Originally by: AstroPhobic
My proposed: 10% agility/speed
New Tempest: 165m/s, 10.7s align Hurricane : 206m/s, 8.5s align
Not seeing any issues, and certainly not close enough to say hurricane=tempest. We have the phoon and mael for tank+gank, no reason for a 3rd.
See above, and congrats on giving the tempest the same speed as the Typhoon, that is so going to make me change my mind and fly it over it's peers :/. Whilst messing with speed and agility, there's either no point, or you cross the thresh hold and make smaller ships redundant.
More speed, more agility will either mean nothing changes, or your battlecruisers and Muninn hac's become meaningless. The new Machariel is working just because it has crossed the threshold (oh, and has a full armour tank and decent drone bay) - it has cruiser speed, and battlecruiser agility, wanting something like that at T1 level will only make your battlecruisers pointless.
Originally by: AstroPhobic
The great thing about shield tanks is you can make 5/6 and 7/4 a shield tank. Sure you lack all that tackle with the 5/6, but you can still throw on MWD, point, 3x buffer and have 6 lows to play with a DCU, 3 gyros and a mix of TE and nano. Along with 2 heavy neuts, you're going to slaughter some BCs/cruisers.
*psyduck*
Your vastly superior with a 8/7/4 tank, you might be more limited in how you fit, but i'd rather have a ship with 1 good fit, than a ship with lots of ****ty, sub-optimal fits.
Originally by: AstroPhobic I'm not saying 7/4 is a bad idea, it has merits, but I think it would be just as easy to leave it "as is" and throw an extra engine on the back.
The path of least resistance leads to the bottom of the pile.
As far as balancing is concerned, if it's a good idea and enough people want it, regardless of "how easy it will be", then the dev's will usually listen.
if there has been any rubish on last few pages its all on your posts. If you cannot understand why even for a 6/6/ battleship is better to remote ARMOR tank (Plates >> shield extenders on battleshi plevel) then si9mply shut up because you have no clue on what you are writting.
You can make Shield transfers cost 15 cpu to Fit only. Even so people will tell you to ARMOR tank your raven.. and they are RIGHT!
|
Seishi Maru
The Black Dawn Gang
|
Posted - 2009.10.29 15:24:00 -
[43]
Originally by: Gypsio III Edited by: Gypsio III on 29/10/2009 13:19:23
BTW, after we boost projectiles, then boost hybrids, I'll be starting some "boost missiles" whinethreads.
Or you could just tweak laser tracking a bit, alter some projectile stuff a bit and fix T2 ammo (including Scorch). It would be a lot simpler and avoid this horrible power creep.
No you are wrong.
Before any of the boosts. A maesltrom with 8 neutron II was better than a maelstrom with 8 800mm. Projectiles needed a BOOST no matter what you coudl do upon scorch!
Projectiles were pathetic whenc omapred to pulses, blasters, rails, beams and missiles.
Why in hell you think 98% of typhoons had torpedo launchers but very very very few cared to use AC?
Balancing a game is not same thing as balancing 2 weights. There is more than transitivity and equality. There is the concept of having a role, being fun to use and enrich the game.
The choosen patch by CCP is the only correct one!
|
Seishi Maru
The Black Dawn Gang
|
Posted - 2009.10.30 10:38:00 -
[44]
Also somethign I woudl like to remember. Fusion will rock? Maybe.. But that is THE PLAYER'S FAULT!
The min maxing mentality that makes them fit 2 EANM and 1 DC always. If they learn to diversify a bit, like the game intended to be played.. then FUSIOn advantage would be much smaller.
|
Seishi Maru
The Black Dawn Gang
|
Posted - 2009.10.30 10:44:00 -
[45]
Edited by: Seishi Maru on 30/10/2009 10:45:58
Originally by: Liang Nuren
Originally by: Pattern Clarc So thats a Hyperion with 3 damage mods getting ****d at most ranges 9barring <5km, where it's even with a Maesltrom) vs anything with resistances?
/ME PREPARES THE BOOST GALLENTE THREAD.
Roughly speaking, yes. I don't guarantee 100% that there's no bugs in the code, but it looks pretty reasonable and believable until you apply resistances. And then it just looks sad. Or funny. Hard to say.
Picking damage types as purely as they're offering is an amazing boost... regardless of the rest of it. I think they took like the top 10 ideas and implemented them all or something.
-Liang
picking damage.. as if armor tankers with no explosive resist was somethign CCP ever forced players to use as backbone of PVP....
Take for a moment that the boost goes like that into TQ.
First make graphs for shield tank ships as targets as well... they exist in LARGE ammounts, just not in RR gangs. How things handle when you firing at a maelstrom?
Second people WIll start fitting Explosive hardners form time to time... if they do not.. well its their problem having a "minmax , my world is an excel spreadsheet" mind.
A Shield tanker SHOULD have a damage advantage over an armor tanker, exaclty because it sacrifices tackle capability. To show that on a graph is hard. THat is why you must also compare both ships with same number of damage mods and range extensions. TO show how much is from projectiles /blaster and how much is from the armor/shield dicotomy.
|
Seishi Maru
The Black Dawn Gang
|
Posted - 2009.10.30 12:06:00 -
[46]
The falloff tierign is importnat because barrage is the main ammo half of time.
The extra damage on the top damage is important because its nothing but fair that the ammos are equal among races. The high fusion is important because WE ARE MINMATAR! That is our damage. Its hot our fault that people are stupid to leave huge resist holes on their ships. The do it and they must pay a price for it.
Problem is how to keep all the aspects without overbuffing. That is why diminishing a bit the PURIFICATION of the damage and a more modest scaling of the falloff tiers is the most likely way to do it.
Other minor things can be used to adjust even more. Make blasters the high tracking weapons. Reduce AC tracking by 10% and boost Blasters tracking by 10% maybe? Sided with a 5% damage boost on blasters?
Nerfing lasers is NOT a percent solution contrary to what lots of people say. Something you MUST achieve to have balanced AC is for instance.. that a typhoon pilot would be equally prone to using 5 AC as it would be to use 5 siege launchers!!!
If you boost projectiles to that level and blasters look crap. Then its a blaster issue! Not an AC overboost!
|
Seishi Maru
The Black Dawn Gang
|
Posted - 2009.10.30 14:12:00 -
[47]
Originally by: Seriously Bored Liang, you're a god for providing the graphs. I'll try to email you something later today. After looking those over, now I'm wondering if even my suggestion to tone down the ammo is too extreme. I think I purified the "colors" even more in what I posted...
Problem is.. they are already only 75% pure. LEss than that and woudl be useless again because a single poitn moved in the small ammo is percentually a lot.
I will try again to remember. Nothign wrong to force armor tankers to plug their explosive hole, same way that Lssers force shield tankers to plug their EM hole!
People ignore the explosive hole exaclty because minmatar guns were crap and had very little explosive damage! That is not a natural status of the game that must be respected.. its the side effect of the awfullness of minmatar weaponry!!!
Correct one and the other reacts to balance.
|
Seishi Maru
The Black Dawn Gang
|
Posted - 2009.10.30 14:43:00 -
[48]
Edited by: Seishi Maru on 30/10/2009 14:44:25
Originally by: Pattern Clarc
Originally by: Caroline Nikon [ After these changes a smart armor tanker will drop 1 damage mod for a Explosive hardener or an EANM.. omg god forbids from us having to loose something to be safe from minmatar weaponry!
So we will fly our Tempests with no damage mods now to be safe from our own weapons? AWESOME!
drop a trimark for an explosive resist? or drop the EANM as I also suggested.
Anyway its a good bet that trimarks won be left untouched as the kking of rigs when the rig remake gets here. Even a dev posted about beign possible to restrict to 1 rig of each type. So devs shoudl rebalance the weapon damage types with that in mind .. if they already have some clear ideas of what they will do to rigs.
|
Seishi Maru
The Black Dawn Gang
|
Posted - 2009.10.30 14:49:00 -
[49]
Edited by: Seishi Maru on 30/10/2009 14:54:59
Originally by: Gypsio III
Originally by: Caroline Nikon 9/10 times missile launchers fire kinetic of EM.
On the BS scale? Er, no.
This change is not ONLY to battleships. And ravens are rare enough on PVP environment (if compared to ammar and gallente BS) that they are not taken as a serious treat when developing your own fit. Even when I fit a tempest I am more likely going to face dps from drakes than ravens (I know its sad but its true).
At end of day.. EM and THermal are the dominant damage types on modern battlefield and most people care almost only for them. That is why people see no problem on EANM + DC as a tank. Its their fault.. now they need to learn to proper armor tank.
As said above.. remake graphs for an armageddon with DC + EANM + explosive hardener as target and you will see how much the hyperion becomes stronger than the maelstrom.
On the shield tank graphs:
Hyperion matches maelstrom with EMP against a raven. That points as balanced! Because maelstrom is firing at the hole to match it! If that hole was even if by rig, filled. Things would be massively different (and EM rigs on shiedl tankers are COMMON).
With exception of the hyperion and tempest, I for sure would never undock an armor tanked BS without an explosive hardener in a future with AC balanced. Because I realize that minmaxing is dumb! Better to have reasonable chances to fight on any scenario than to be pathetic in one scenario and uber in other 3.
|
Seishi Maru
The Black Dawn Gang
|
Posted - 2009.10.30 16:05:00 -
[50]
Originally by: Gypsio III Edited by: Gypsio III on 30/10/2009 15:36:40
Originally by: Nuts Nougat Shield omni-tanks on the other hand always fit em hardener, or at least a rig, just because of the lasers. If this is OK on shields, why is it unacceptable on armor?
For a T1 shield tank, it's unwise to drop an extender rig for an EM resist rig. Take a basic buffer Raven, with dual LSE, dual Inv and DC. With three extender rigs and overheated Invs, you have 117k EHP to multifreq in gang. Drop an extender for an EM resist and you lose EHP even to multifreq, dropping to 115k EHP.
Even against Scorch, you only gain a bit more EHP with the EM rig - about 1k HP.
don drop the extender... drop one rig for a resist rig?
Its a payoff. If you complain to ANYOEN that your raven without ANY em hardening got melted by an armageddon.. peoiple will laugh at you...
same shoudl be true at armor level.
|
|
Seishi Maru
The Black Dawn Gang
|
Posted - 2009.10.30 23:09:00 -
[51]
that remembers me.. The data you need is not the DPS on range. What you need is the TIME to kill target on range. Tiem to kill includes all layers from shield to hull.
That is the only value that REALLY matters.
|
Seishi Maru
The Black Dawn Gang
|
Posted - 2009.10.30 23:23:00 -
[52]
Originally by: Uncle Smokey Weaker omni tanks? Why would you have to sacrifice your omni tank to put in another mod to counter explosive damage? I think it's reasonable that if you want to, for example put in 3 damage mods or something, you give up some resistance.
Even if the big boys here conclude that PP will be the end game ammunition, I just can't see people giving up on thermal. Never.
and if PP becomes the main ammo that also boosts blasters since they have a lot of thermal damage...
blaster and laser people are just being lazzy not wanting to even CARE about flying with 40 $ explosive resists!
Ok fair game.. then I want ALL kinetic damage dealers nerfed, because its unfair i need to cover the hole in my T2 minmatar shield tankers!
I demand 20% nerf to missiles and hybrids!
|
Seishi Maru
The Black Dawn Gang
|
Posted - 2009.11.05 13:20:00 -
[53]
Originally by: Meeko Atari This "fix" is a smokescreen
you do not fix a flat tire by looking under the hood. balancing a weapon system around a module that also affects all other (turreted) weapon systems is not addressing the core problem.
I fear this "balancing" is going to do nothing there is no focus, there is no plan
THAT!
BRing TC and Te bonuses back to 15%
Increase 1400mm falloff by 30% 1200mm falloff py 20%. Return oto the previous tiering on AC falloff.
Much more logical.. much more elegant. Much less possibilities sof problems.
|
Seishi Maru
The Black Dawn Gang
|
Posted - 2009.11.05 14:41:00 -
[54]
Fusion NEED to be top damage! Its logical and the non usage of fusion is one of main reasons why for everyoen 50% Explosive resists seems "good".
That need to change! You could possibily drop PP to a less dam,age level. Buyt fusion MUST stay top.
|
Seishi Maru
The Black Dawn Gang
|
Posted - 2009.11.08 13:06:00 -
[55]
Originally by: Schmell
Originally by: Haffrage I think the maelstrom needs a damage bonus instead of a rof bonus, and more drone space to make up for lowered ac setup damage output.
Artillery has no actual alpha platform, while both hybrids AND lasers have platforms capable of achieving 10 effective turret volleys. That doesn't make sense
Would you enjoy 30-40 sec cooldown of 1400`s on that mael?
Again someoen that does not understand!
The reload time is time you are NOT bound to sit and wait. And its not time you loosign damage because you have Already dealt that damage. Its not time you are BEHIND to deal the damage. is time you are ahead and the other ships are trying to catch on you!
WOuld lovely have a 3 minutes cycle for guns for an equali scaled alpha strike even.
|
Seishi Maru
The Black Dawn Gang
|
Posted - 2009.11.14 20:45:00 -
[56]
BACKSTABBING!
While we were all focused here.. CCP massively nerfed the naglfar at test server!
Now its WORSE than before the naglfar boost. Its 5% projectiles DAMAGE per level and 5% citatels rof per level
WTF CCP!!
We had a 40 pages long thread PROVING that split weapons suck at the naglfar bosot time we convinced you and you gave us a nice ship.. Now a few months later just roll back to WORSE than before?
|
Seishi Maru
The Black Dawn Gang
|
Posted - 2009.11.15 14:26:00 -
[57]
Originally by: To mare
Originally by: Seishi Maru BACKSTABBING!
While we were all focused here.. CCP massively nerfed the naglfar at test server!
Now its WORSE than before the naglfar boost. Its 5% projectiles DAMAGE per level and 5% citatels rof per level
WTF CCP!!
We had a 40 pages long thread PROVING that split weapons suck at the naglfar bosot time we convinced you and you gave us a nice ship.. Now a few months later just roll back to WORSE than before?
i hope its a mistake or some kind of test because its not possible
oo no.. its very real. Someoen in CCP really needs to start seeign therapist and stop discharging his/her frustrations upon players that fought for years to have somethign made fair.
IF 7.5% rof + 7.5% damage was too muhc.. then make it 5% rof to projectiles and 7.5% damage to PROJECTILEs. But goign back to split weapon system when we PROVED how inferior that is?
Peoipel woudl GLADLY drop the 2 citatel laucnhers to stay with a focused projectiles ship.
|
Seishi Maru
The Black Dawn Gang
|
Posted - 2009.11.15 23:35:00 -
[58]
Originally by: Relicc I want to know if you all think its fair that medium arty has an optimal of 15km with short range ammo, are you only supposed to use it on stationary targets? Where is the short range tracking bonus on ammo?
Do not ask nonsenses.. the trackign bonus is the thing you get in compensation fro less damage. IF high damage ammo had trackign bonus than medium range ammo woudl again be useless.
|
Seishi Maru
The Black Dawn Gang
|
Posted - 2009.11.16 14:54:00 -
[59]
Originally by: BearCare
Originally by: Seriously Bored I just checked Sisi, and the rumors about the Nag are true. Looks like an incredibly bad choice to me.
The ship really should keep a double damage bonus to projectiles, even if that bonus needs to be reduced to bring it in line.
On another note, I'm finally able to confirm that all projectile ammo changes have been brought up to the XL level. (Something I expected, but was never said explicitly.)
This, unless they buff the **** out of XL artillery/autocannons, is the worst idea they've ever come up with. Since autos on dreads are useless, I don't really care, but artillery NEEDS the old buffed long range ammo to be competetive at any range beyond 160km. And since short range ammo had lower damage, we had citadels to compensate, making naglfars decent at both long and short range.
With the new ammo changes they will be just plain horrible anywhere beyond 60km.
As for the new bonuses, I guess people will use nags like they use typhoons now. Can you run neuts/smartbombs while in siege?
Incredble is that they made it WORSE than it was before the boost! WAY worse!
|
Seishi Maru
The Black Dawn Gang
|
Posted - 2009.11.17 10:05:00 -
[60]
You answered yourself. EMP Fusion and phased are used by all projectiles. CArbo and nuclear are used by arties only, more specifically by munin only (sicne battleships use short range ammo or tremor ).
Therefore short range parity with other types o weaposn is MORE important. Abdicatign the light advantage we had at long range is a very very ligth weight price to correct the huge disparity close range. And is nothign but fair since the whole concept of our complain was that ammos should escalate equaly to hybrids and crystals.
|
|
Seishi Maru
The Black Dawn Gang
|
Posted - 2009.11.17 18:50:00 -
[61]
Originally by: Nuts Nougat
Originally by: Seishi Maru You answered yourself. EMP Fusion and phased are used by all projectiles. CArbo and nuclear are used by arties only, more specifically by munin only (sicne battleships use short range ammo or tremor ).
Therefore short range parity with other types o weaposn is MORE important. Abdicatign the light advantage we had at long range is a very very ligth weight price to correct the huge disparity close range. And is nothign but fair since the whole concept of our complain was that ammos should escalate equaly to hybrids and crystals.
It's all cool though, amarr doesn't need any competition at any range as long as we don't have ammo disparities.
Also last time I checked multifreq did more damage and had less range than radio... Artilleries don't have this option anymore, the next ammo is 1.0 mod, which, frankly, blows. Either put long range ammos back to 1.2 1.4 1.6 tiers, or introduce more range tiers for the "true damage type versatility" thingy...
you nuts? Multif and radio? Its exaclty the same relation between new EMP and new carbonized lead. PERDIOD!
And the extreme range ammos are the one important, always were and always will be.
Things were made in fact BETTER than for other races ammo, so stop complaining in this childish way. No we CANNOT have MORE damage at longe range than other rances and same damage at close range. NO we CANNOT!
|
Seishi Maru
The Black Dawn Gang
|
Posted - 2009.11.18 17:26:00 -
[62]
Originally by: Cpt Branko Edited by: Cpt Branko on 18/11/2009 17:16:12
Originally by: Nuts Nougat On the other hand, smaller tiers now have even more tracking, negating the laughable falloff/dps increase.
Yeah, if you only consider firing on interceptors and nothing else matters to you.
For other things, 425s will simply do better DPS out of webrange (and up close webs and such exist anyway, transversal+range control in webrange is trivial business so tracking largely becomes a moot point). MWD-ing cruiser hulls, particularly with shield buffer, have huge signature radiuses. Range lowering DPS is far more of a issue (where 425s have more of it, meaning higher to hit chance and smaller hit quality reduction) unless target is up close (where it's going to be webbed).
For a small exercise, compare to hit chances of 425s with D180s, assuming Barrage and one TE (23.4km falloff for 425s, 19.5km with Barrage, optimal at 2.5 and 3 respectively). Set 425 tracking to 0.108 (single TE+barrage). Set D180 tracking to, say, 9999999999999 (so it tracks everything everywhere perfectly). Now fire at a Vaga (signature is 990m) which has 4km/s pure transversal.
425s have a better TO HIT chance then basically infinitely tracking D180s starting with edge of overheated webrange, nevermind greater DPS.
Dual-TE 720s have a better to hit chance then both starting with 20km, and better to hit chance then infinitely tracking D180s starting with 18km.
Range>tracking.
correction. Range > tracking on the common scenario. If the oposition is faster than you and has superior tracking then you are sure that he will move it so that your range advantage means nothing.
Example 1: Tempest with tracking disruptor fights a megatron. He will surely use range reduction script. But if its fighting a pulse apocalypse, it will SURELY use tracking reduction script and get under the guns of the amarrian ship ( and YES its possible, in fact very easy, easy enoughthat at 2.5 km a tempest can tank it with a single MAR II!
A hurricane with AC fighting an armageddon at near point blank has its greatest asset on its superior tracking. At that moment the armageddon pilot would surely prefer to get a bonus of 2x tracking than extra 2x range.
Currently range is more relevant in combat because the size of the gangs is such that targets can be killed so fast that no range adjustments are made during combat.
|
Seishi Maru
The Black Dawn Gang
|
Posted - 2009.11.19 15:05:00 -
[63]
Originally by: Nuts Nougat
Originally by: Skaverni Nuts Nougat are realy this blind? Muninn is the second best sniper hac atm, with alpha boost it will be awesome I would choose it over any other hac for fleet uses.
See there's only one tiny little problem with that. Unless you use tremor and only shoot slow cruisers and larger, the alpha is in fact now smaller on the muninn at sniper hac (100km) ranges, thanks to LR ammo nerf.
sorry but its NOT smaller if you used carb lead or nuclear (with nuclear is basically SAME, with crab lead is still higher) got smaller only if you used proton in the past.
The increase in falloff also helps munin a bit. And it becomes way more efficient when engaging larger targets at more moderate range.
Surely munin didn't got a boost.. but was not hammered so hard as you say. The hammering on munin happened when of the scripts introduction.
Sthis ships still need to loose 1 high slot and move it to any other more useful place(either mid or low would make HUGE difference)
|
Seishi Maru
The Black Dawn Gang
|
Posted - 2009.11.20 11:17:00 -
[64]
Originally by: Meeko Atari
However nothing in this thread can actually be considered a buff to the Minmatar weapon system...just a change.
All turrets received something big or small, useful or not. This was not a Projectile Balance solution.
again Not true.
The increase on EMP damage fusion damage and phased plasma damage is LARGE boost to AC.
The increase in alpha strike of 1400mm opens up a whole new front for usage of this weapons systems (since they were no match anyway to beams and rails on common engagement envelope). A lot of people tried on sissi and the hug alpha strike boats will be amazing for low sec ambushes. Now a quite small group of battleships (like 6 -7 ) can warp in lock, pulse MWD to warp out, and fire at a single battleship, pop it and warp out. Takes Exaclty 10 seconds. Near zero change of interception and a small gang can take a target.
And you would need 23 megatrons to do exactly same job. That is 23 vs 7. Tempest are 3 tiems more efficient on hit and run. HIt and run is a niche operation.. true.. but at least we have that niche under our control now.
Its not a very relevant advantage on large fleets... but is a LARGE boost to SMART players whose groups of operation are unable to deploy large sets of ships.
Will not change much on the 100 battleship fleets.. but this are not 100% of the game content. Large fleets continues to be the realm of the apocalypse.. but that is their real. Might be bigger.. and more epic. But now minamtar also have their own realm of excellence, small, need inteligence and skill.... but is our real.. and no place is as good as home :)
|
Seishi Maru
The Black Dawn Gang
|
Posted - 2009.11.20 18:47:00 -
[65]
Originally by: Succubine The ammo changes are fine. Some ships are lacking due to changes in play styles or alterations in other ships and should be looked at individually.
The Muninn is screwed from optimal sniper hac performance due to its drone bay and missile slots. What range is the Muninn able to take advantage of all its features? A nice suicidal (considering tank, price, and fleet sizes) range of ~50km.
This. Take 1 of munin high slots and make it a medium or low and munin will improve a LOT. Movve both of the utility highs (! to low 1 to mid) and you have an EXCELENT ship)
|
Seishi Maru
The Black Dawn Gang
|
Posted - 2009.11.26 10:26:00 -
[66]
Originally by: Nuts Nougat too long to quote
and how warpign to 200 km when on that disadvantage woudl help? Woould not! Specially if enemy has more longer range battleships.
Goosn ahve already made APOC only fleets. So your other argument is moot. My corp operates on 95% minmatar only ships, and we will be able to achieve with them something that would not with other races. We are not huge, so we can field only 9-10 of them. But 10 tempest is enough to warp in insta pop enemy battleship and warp out. THat would be impossible with any other race after dominion.
Eve is not only about 200 vs 200 huge fleet battles. Those are ammar realm... smaller scale hit and run will be minmatar realm. Simple and elegant.
And even so a FC that has a MIXED fleet with ranges from 160 km to 230 km and warp in to engage at 230 km only (without having APOC and rokh superiority compared to his enemy...) is an IDIOT! Go read some modern warfare theory and the theory of firepower conversion!
Now FC will have to start thinking a bit more.. bu huuu now i wil have to know and emply some tactics instead of just screaming in TS in an alpha male display of arrogance and then claim that its leadership and tactics.!!!
New arties will be a MASSIVE boost huge and powerful and wil be used to incredble efficiency by SMART players! Good because that is how minmatar are supposed to fight!
|
Seishi Maru
The Black Dawn Gang
|
Posted - 2009.11.30 15:33:00 -
[67]
Well pretty much i think this thread should be over. In interest of better chances to expose things. I would advise someoen to open a new thread.. well organized so we deiscuss the remaining issues (liek the lack of clear roles between tempest and maesltrom), the issues with munin etc...
Would make much easier to follow up.
|
Seishi Maru
The Black Dawn Gang
|
Posted - 2009.11.30 18:48:00 -
[68]
Originally by: Hun Jakuza
I see it before my eyes as soon as the half of fleet jumping out from battlefield and when warping back to field the other half of fleet died because the enemies fleet outnumbered when the minie BSs warped out. I see it before my eyes as soon as when FC give orders minie BSs shot primaries and warp out, and the bunches of tempests shot one ship and lost the firepowers. Bravo, but you guys are proud, for bad changes. A
YoU FAIL.. at readign and at tactics. As said dozens of times. THis is NOT a tactic to use in large fleet fights. BUt in small groups where you can field ONLY tempests as your hit and run force.
Again this is NOT achange for 0.0 blob warfaer neither FW stupidity and disoraganization.
This is a MASSIVE boost for small gang pirates and anti pirates that want to hurt gate camps.
Eve is NOT about a single type of scenario!
THis is a boost for the most INTERESTING and most fun scenarios. so be glad for it.
Me and corp mates tried a lot on sis and works wonderfully. Warp in fire and warp out in exactly 10 seconds with 1 kill.
If you mix other snipers of course it will fail and tactics will fail. Same way if you try to mix other snipers alongside apocs and try to use its 230 km range it will fail!
Now make a small pack of tempest and use as hit and run group .. NOT during the stupid fleet fight (I can't believe i have to type this so many times, I could not believe people are so blind to fact that there is More than 1 type of combat in eve!!)
|
Seishi Maru
The Black Dawn Gang
|
Posted - 2009.12.04 16:04:00 -
[69]
Originally by: Beverly Sparks Edited by: Beverly Sparks on 02/12/2009 19:05:34 Overall this is a buff, there is no denying it.
The TE/TC buff is great. The selectable damage type and damage buff is great.
And people seem to think being able to switch damage type means switching damage mid fight.... Well we all know that doesn't work. But as we go from FOTM to FOTM, we now have damage types to roll with FOTM. Shield Buffered HAC gang with a couple of shield logis? Pull out the EMP or the Phased Plasma. Scout spots RR BS gang, grab the Fusion.
If anybody doesn't see any value in that, then they are thick. This has been made possible through the buffs. Fusion is now the best ammo hands down to kill T1 Armor tanks. And for T2 shield tanks, I gotta go with Phased plasma.
The ammo tracking buff is stupid. I wish they didn't do that. There is absolutely no reasoning behind it, other than to try and make mid range ammo more attractive, since no one at present uses the stuff.
Anyway, I am happy with these buffs for a start. I think there are a few more needed in certain areas. (increased tracking on arty) but they did address some of the minmatar issues, and I think they buffed them about the right amount.
Hopefully they won't close the book on Turret balance, and keep it an ongoing thing, with small adjustments here and there.
Artillery is still the shortest range, worst tracking, and lowest DPS long range weapon out their. That is still a few too many strikes against it, even with the changes.
Anyway, thanks CCP for throwing us a bone, at least.
ps Buff the Tempests PG so that it can fit 6x1400 with no RCU II.
arties are NOT the lowest dps when combined with ship bonuses! Take that into account. The dps boost made them very well within normal dps aprameters up to 150 km range.
|
Seishi Maru
The Black Dawn Gang
|
Posted - 2009.12.10 10:01:00 -
[70]
Originally by: tisss
dunno where u fly it, but appearing with ur funny construction on any of the serious alliances killboards would only make people smile at You. dps/range is as important to sniper bs as its EHP. it will stay so, even tho we're past aoe-dd. proper fit is SUPPOSED to balance those things, meanwhile You go all out dps + FUNNY rigs. guess u never been bombed/alpha'ed...but dont worry, spawning such crappy fits u got pretty high chance to experience those things.
before the titans proliferation you would get laughed at and called a noob coward if you fitted any plate in your sniper. Pro snipers were glass cannons. There is a reason for that... not many snipers can have a good buffer tank, good dps at 180 km while fielding a tank.
DD forced everyone to fit at least 70k HP. Now glass cannosn can work again while being cheaper. Not as superior anymore since the apoc boost created a monster that can have huge range damage while fielding plates and became the new standard ship.
Also if you are primaries plates will NOT save you. 50-60 BS on sniper mode wil have alpha strike on range of 120K damage.....
|
|
Seishi Maru
The Black Dawn Gang
|
Posted - 2009.12.24 10:20:00 -
[71]
Originally by: Roland Thorne Auto tiers were adjusted for the better, ammo is sorted much nicer now, and has bonuses for close range, and arties have more alpha.
Now with the bad...
Tempest was ignored, Nag is useless again, and the only long-range ammo worth shooting is the t2 Tremor, and it shouldn't be that way.
Seriously, I'd also like to see minmatar have more of a racial speed difference, but that is about likely to happen as hell freezing over or amarr being nerfed. That don't matter much now though, cause for better or for worse, Minmatar is now, by design, a close-combat race.
tempest is not useless. I still prefere it to the maesltrom for sniper work.
Cheaper and more agile (Not beign the one that satay behind saves you waaaay more than a few more HP) .The HP difference between them is irrelevant when you are primaried on most fights. For peopel with normal income levels, the price difference between tempest and maesltrom, plus fittings more than justifies the ship.
Also preer it FAR FAR more than typhoon for RR gangs. 6 800mm 2 RR, on mids 2 Track computer giving a HUGE effective range. 1 gyro and moderate tank. Much more effective (not eft.. effective) dps during the course of a fight then a typhoon. Torpedos are great.. at SHORT range and against battleships not moving. Cruise have at most okish dps and also almost innefective against anything moving. Really dislike them. On my personal experience VERY VERY rarely the RR fights happen inside web range and not uncommon at all to have to fire at targets 30 km away. With 2 track computer and barrage.. tempest have 59 KM falloff!! Also depending on drone dps is not great, that is main reason why we don t see prevalence of dominixes on RR fleets. Too much change of being forced to leave them behind.
Can get better? SURE.. but the word useless is overused on these forums.
The only useless ship minmatar had recently was the naglfar on the Nohz short aged concept.
|
Seishi Maru
The Black Dawn Gang
|
Posted - 2009.12.24 12:19:00 -
[72]
Edited by: Seishi Maru on 24/12/2009 12:21:52 On my way to see it. We already have a gunboat shield tanker on mesltrom. Issue is.. active bonus is horribly inferior to resists, and the shield tanker ship is a slugish whale. The armor tanker gunboat is the agile one.. a little bit wtf on that. Typhoon is a completely different ship. Is a ship focused on the concept that I can fit as many weapons that I don t even need dumb damage mods!!!) And has a different usage then gunboats. Its excelent on what it does altough.
Slow shield tanker and agile armor tankers does not match very well. The proposition to make tempest 7/6/6 could work well , but must be made with carefull considerations. Because by itself the layout change does not make the tempest better than maelstrom at any role. It makes it worse at armor tank RR gangs, while ship still not agile enough to be on the gangs that prefer shields ..the smaller roaming ones.... The proposition to increase its damage bonus and remove missile launchers is nice.. but I think ccp will not accept it. Not because its overpowered, but because they are adverse to not be standarized on the 5% values.
the 7/6/6 approach could work IF shield transporters were fully reviewed, if tempest got more agility (no need for more speed. Agility is only useful on BS scale when you are agile enough to warp UNDER 10 seconds. Because 10 secodns is the hard limit that all BS are bound due to MWD trick.
But even so there is a huge bluur between maelstrom and tempest.... Maelstrom have a huge identity problem, good basis for a fleet ship but wastes its main bonus. And at close range is so slugish that even ammar BS can keep range from it....
Solving the identity issues is not easy. Simply removign tempest from armor tanker position doe snto sovel it.. just change its blurring from typhoon into maelstrom. Some sbutle work is needed on the combination tempest maelstrom is needed to achieve a good result.
|
Seishi Maru
The Black Dawn Gang
|
Posted - 2009.12.27 10:35:00 -
[73]
I tend to disagree on your analysis. A few things are the backbone of the CHURCH OF ARMOR SHIPS. First is legacy from the time when SOLO combat was common and not having full tackle on every ship was considered noob. Nowadsays in a fleet of 100, with 50 Battleships if ALL the BATTLESHIPS waste slots to carry FULL tackle they are the ones being noobs. Fleet size changed that. Hictors changed that (as hictors as the almost exclusive heavy tacklers). But the mind of people take looong time to evolve. I still see people that denegrate armageddon in RR gangs because you cannot carry full tackle...
Other is the high HP count on armor battleships, due to plates being larger than extenders. That was crutial against DD possibilities. On a normal RR gang that would be partially compensated by the up front repair of shields. Now with old DD gone, , battleshisp do not NEED to have 140K HP to not be considered a disaster.
But the last and undeniable point that remains is the fitting. ITs very very easy to fit a large armor RR. ITs PAINFULLY hard to fit a single large shield transporter. When you sum up all that.. well not suprisign the results
|
Seishi Maru
The Black Dawn Gang
|
Posted - 2010.01.08 10:37:00 -
[74]
You guys are still being too pedantic. We just got a HUGE improvement. WE do not need to be on par with apocalypse. That is now how game balance works. Apoc is superior on sniper role, but try an apoc close range against a tempest to see how quickly it is murdered.
Apoc would be fine if was not the strangeness of tachyons. I think CCP should swap a few things between megabeams and tachyons. Keep tachyons with current damage... but give them the shortest range of megabeams. Give megabeams current tachyon range. That would mean you need to CHOOSE between the 2 types of beams. And would reduce the omfg dominance of the apoc with tachyons. WITHOUT NERFING heavily anything.
|
Seishi Maru
The Black Dawn Gang
|
Posted - 2010.01.09 11:32:00 -
[75]
Originally by: Juliette DuBois Are tachyons even needed anymore? WerenŠt they some kind of CCP bandaid for amarr suckiness anyway... Would be easy to change all tachyons into megabeams and be done with it.
and why you need to rpesent a stupid soltion that would just remove hundreds of billions of isk from market would enrage tons of peopel and REDUCE the game on overall?
No thatnsks.. we need MROE variety on a balanced wya. Not less less so everythign is equal.
|
Seishi Maru
The Black Dawn Gang
|
Posted - 2010.01.12 18:52:00 -
[76]
Originally by: Schmell
Originally by: Seishi Maru You guys are still being too pedantic. We just got a HUGE improvement. WE do not need to be on par with apocalypse. That is now how game balance works. Apoc is superior on sniper role, but try an apoc close range against a tempest to see how quickly it is murdered.
Yeah, ppl are too greedy. Tempest is now very good for fleet fights, especially laggy ones. Good performance, price and top positions in most of bs killmails lol
Still it would be not bad to revert old apoc bonus, cuz according to backstories caldari are kings of long range (among long range weapon), not amarr
Well but according to backstory ammar are kings undisputed of fleet combat. Apoc does that now. I think apoc bonus is OK. What i think is not ok is tachyons. Tachyons should be super damage weapong not super damage super range and super tracking weapons. Make their range same as mega pulse at least and reduce their tracking.
|
Seishi Maru
The Black Dawn Gang
|
Posted - 2010.01.14 15:05:00 -
[77]
Originally by: Nuts Nougat
Quote: increased tracking speed and a devastating amount of damage.
I am now very confused.
welcome to eve....
|
Seishi Maru
The Black Dawn Gang
|
Posted - 2010.01.20 18:34:00 -
[78]
You don t seem to play much the game. Larges arties were ALREADY before dominion , able to insta pop any frigate. So nothign changes there. And they are still unable to insta pop a tanked cruiser. So still nothing changes.
The alpha strike increase benefit if for small groups of tempest/maelstroms that can insta pop moderately larger targets, liek battelcruisers, and even battleships if you can field 8-9 tempests.
|
Seishi Maru
The Black Dawn Gang
|
Posted - 2010.01.24 22:34:00 -
[79]
Originally by: Ketusan
I have seen arty-cruisers insta-popping frigates regularly.
It's pretty stupid, and honestly not in any way a "game balance" effect.
You really have to go back and revisit what you have done, you have done a lot to bring projectiles back to the battlefield, but some of the side-effects are over-powering.
You need to consider dropping the Alpha strike of the weapons, because it is far too much damage on smaller ships.
I recommend looking at our good old friend signature resolution to fix this.
Increase signature resolution on Projectile weapons so they're less effective against smaller ships. It makes sense really, a Projectile weapon is a huge freaking slug compared to a focused laser or Magnetically slung railgun slug.
If that helps to reduce damage to smaller ships, than please implement it.
As i said earlier. Cruisers and BC could already insta pop frigates BEFORE the changes. Now the arties have slightly more alpha with tremmor and LESS with nuclear (the ammo they used to use most). SO NOTHIGN got worse for frigs.
Even more with tempest.. tempest could insta pop a frig with HALF its guns before... now it can do it with 1 gun only.. OMG WHAT A HUGE change!! No will die a whole 3 times more deeply dead!!!
You are seeing more insta popping because os PSICOLOGICAL effect! THta meakes people try these tactics more.
|
Seishi Maru
The Black Dawn Gang
|
Posted - 2010.01.26 20:42:00 -
[80]
Originally by: Schmell
Not necessarily. IRL missiles have timers, detectors of various kind, they can be detonated remotery by a command from ship at last. I`m not sure about shells, but why not. Eve universe have warp drives and omgpwn lazorz, so its completely possible to calculate when the shell must go boom, because its trajectory is pretty simple.
Yes.... real life howitzers and anti air artis do have pre programmed detonation PRIOR to impact. Shatering ordinance is MUCH more effective when it detonates NEARBY target.. not upon impact.
|
|
|
|
|