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Thread Statistics | Show CCP posts - 3 post(s) |
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DeviloftheHell
Caldari RaaFharaX
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Posted - 2009.10.17 07:34:00 -
[151]
Edited by: DeviloftheHell on 17/10/2009 07:35:58
Originally by: CCP Abathur Turrets
Part of the static update yesterday were a few changes to capital turrets. For a long time now (okay, ever since they were introduced), due to their stats it was hard to justify fitting the 'short range' XL turrets over their counterparts. Being unable to hit a large starbase tower within optimal range of their most damaging ammo was just one of the issues. We've taken a look at these weapons and have started by making a few initial changes.
Old Value / New Value
Ion Siege Blaster Cannon I Optimal Range: 12 / 45 Falloff: 20 / 10 Damage Mod: 7 / 8 Tracking: 0.02165 / 0.010825
6 x 2500mm Repeating Artillery I Optimal Range: 8 / 45 Falloff: 32 / 15 Damage Mod: 5.39 / 6.2 Tracking: 0.0216 / 0.0108
Dual Giga Pulse Laser I Optimal Range: 40 / 50 Falloff: 16 / 5 Tracking: 0.01688 / 0.010128
Missiles
Next up, within the next week, Citadel Torpedoes and launchers will see their stats change dramatically and we will introduce Citadel Cruise Missiles and launchers. Phoenix pilots, rejoice! While these changes will not hit SiSi for another week or so, we can give you the the current working stats:
Old Value / New Value
Citadel Torp Launcher I RoF: 48 seconds / 33 seconds
Citadel Torpedoes Flight Time: 20 seconds / 7.5 seconds Base Velocity: 2750 / 3500 Base Damage: 1800 / 2000
Citadel Cruise Launcher I RoF: 48 seconds
Citadel Cruise Missiles Flight Time: 20 seconds Base Velocity: 4250 Base Damage: 1800
That Moros issue...
We've decided to keep its drone bonus intact but reduce it from 50% per level to 20% per level. To compensate, the Dual 1000mm Railgun I has had its base damage mod increased by 15%, from 5.5 to 6.3.
As always, numbers are subject to change and we look forward to your constructive feedback.
greet you nerfing the moros and boosting the phoenix with cruise missiles what does almost the same damage as the torp to longer distance congrat you are really idiots.. edit 15%+ damage to guns and 150% dmg nerf to drones its not equal man
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Haxfar Portlaind
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Posted - 2009.10.17 11:57:00 -
[152]
Originally by: DeviloftheHell Edited by: DeviloftheHell on 17/10/2009 07:35:58
Originally by: CCP Abathur Turrets
Part of the static update yesterday were a few changes to capital turrets. For a long time now (okay, ever since they were introduced), due to their stats it was hard to justify fitting the 'short range' XL turrets over their counterparts. Being unable to hit a large starbase tower within optimal range of their most damaging ammo was just one of the issues. We've taken a look at these weapons and have started by making a few initial changes.
Old Value / New Value
Ion Siege Blaster Cannon I Optimal Range: 12 / 45 Falloff: 20 / 10 Damage Mod: 7 / 8 Tracking: 0.02165 / 0.010825
6 x 2500mm Repeating Artillery I Optimal Range: 8 / 45 Falloff: 32 / 15 Damage Mod: 5.39 / 6.2 Tracking: 0.0216 / 0.0108
Dual Giga Pulse Laser I Optimal Range: 40 / 50 Falloff: 16 / 5 Tracking: 0.01688 / 0.010128
Missiles
Next up, within the next week, Citadel Torpedoes and launchers will see their stats change dramatically and we will introduce Citadel Cruise Missiles and launchers. Phoenix pilots, rejoice! While these changes will not hit SiSi for another week or so, we can give you the the current working stats:
Old Value / New Value
Citadel Torp Launcher I RoF: 48 seconds / 33 seconds
Citadel Torpedoes Flight Time: 20 seconds / 7.5 seconds Base Velocity: 2750 / 3500 Base Damage: 1800 / 2000
Citadel Cruise Launcher I RoF: 48 seconds
Citadel Cruise Missiles Flight Time: 20 seconds Base Velocity: 4250 Base Damage: 1800
That Moros issue...
We've decided to keep its drone bonus intact but reduce it from 50% per level to 20% per level. To compensate, the Dual 1000mm Railgun I has had its base damage mod increased by 15%, from 5.5 to 6.3.
As always, numbers are subject to change and we look forward to your constructive feedback.
greet you nerfing the moros and boosting the phoenix with cruise missiles what does almost the same damage as the torp to longer distance congrat you are really idiots.. edit 15%+ damage to guns and 150% dmg nerf to drones its not equal man
Remember to add multiplier for missiles... Reason for the moros nerf, is because it was too good at something it wasn't intended for. mkey?
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Cheekything
Gallente Fallen Angel's Blade.
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Posted - 2009.10.17 13:09:00 -
[153]
Originally by: Elisean
Originally by: Leandro Salazar Edited by: Leandro Salazar on 16/10/2009 10:11:15 Nerfing the Moros' drones is a sad attempt at curing an ailment by fixing one symptom rather than trying to cure the sickness. Fixing aggro times and some of the ridiculously huge docking radii would be a much much better approach, but I guess that is too hard to do or something...
So you HONESTLY believe a dread should do more damage with 5 drones, than a carrier with 10 fighters?
Stop commenting on nothing and reply to THIS FACT.
So because you have more bigger guns you want to do more damage... ?
Do you play eve seriously there are ships that have 4 guns that have been in the game for years that do more than ships with 8 can do.
There are cases of frigates with more dps than a battleship.
Hell the only reason it's "5 drones" is because CCP wanted to reduce the lag that what was it 15 drones from a Dominix caused, at that time I don't remember how much a Moros had but i'd guess it'd be about the same amount.
So them 5 drones are secretly 30 drones stuck together with glue to help us play the game without a node crash 
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Chi Quan
Bibkor Enterprises
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Posted - 2009.10.17 13:20:00 -
[154]
unfortunately nobody really said what the moros is _intended_ to do. the description says it's good with drones ("perhaps the greatest capacity to fend off smaller hostiles"), but thats lolrp as one may note. still, if you intend to make up for the dps you took, a drone control range boost is imensly more valuable than extra damage with the large blasters. reminder: the drones lock-on range is based on "electronic warfare drone interfacing", rigs and a hig slot mod, and still tops at about 75km max, beyond that your drones don't even attempt to target. if you wanted to boost blasters, you aimed a gunsize too high.
i am not entierly sure if letting the SRguns+SRammo hit poses just by upping thier range is a good idea. you are shooting at the SHIELD first after all, and the shell of that big 30km radius ball should imho be the base of your calculations.
props to you Herschel for trying to bring some flavor to caps, nice ideas. they may need some tweaking, but they are good for a start.
more detailed and thought out post if i have the time (or the nerve). ---- Ceterum censeo blasters need some tracking love |
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Amy Wang
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Posted - 2009.10.17 14:04:00 -
[155]
Originally by: Theron Gyrow
Future Phoenix DPS with kinetic torps, 3*dam mod: 6528 Future Phoenix max range with torps: 59km (~55km in reality)
Future Naglfar DPS with ACs w/EMP, torps, 3*gyro: 6884 (includes EMP change) Future Naglfar range with ACs w/EMP: 28km optimal + 19km falloff
Future Moros DPS with blasters w/AM, 3*dam mod: 5833 Future Moros range with blasters w/AM: 28km optimal + 12.5km falloff
Current/future Revelation with pulses w/MF, 3*dam mod: 4666 Future Revelation range with pulses w/MF: 31km optimal + 6km falloff
5*Bouncer IIs add 262 DPS for Phoenix/Revelation/Naglfar, 525 DPS for future Moros.
Is it just me or does this look like there needs to be some more tweaking in terms of range/damage ? Revelation seems kinda weaksauce now or is the intention to punish all fotm crosstrainers and reward those that stuck with the Naglfar/Phoenix for so long?
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Blazde
4S Corporation Morsus Mihi
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Posted - 2009.10.17 15:10:00 -
[156]
Originally by: Cheekything Hell the only reason it's "5 drones" is because CCP wanted to reduce the lag that what was it 15 drones from a Dominix caused, at that time I don't remember how much a Moros had but i'd guess it'd be about the same amount.
I think the Moros had +5 drones/level originally. But I agree, dreads are all about damage, carriers are not so the comparison is invalid. For all the drama a few years back about carriers being the swiss-army knife capital their usage ingame hasn't shown them to be overpowered. They're a jack-of-all-trades master-of-none ship. And the very first thing most people noticed about them when they were added to the game is their poor damage. If you want to do damage a battleship, even a Dominix, is often a more effective choice considering the drawbacks of a carrier. Dreads are a totally different ship class, they are about damage. Comparing a Moros to a Thanatos is a little like comparing an Ishtar to an Oneiros. _
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Kai Lae
Gallente Shiva Morsus Mihi
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Posted - 2009.10.17 16:49:00 -
[157]
#1. People complaining about pulse range being shorter than all other short range weapons are taking what someone said earlier in the thread about 78km optimal with long range crystals as gospel after the changes. Well that person's numbers are bull. Currently on TQ a gigapulse has 80+19 with radio (assuming trajectory analysis 4, who the hell ever trains 5 anyway) and it far outranges anything else. I haven't done the math, but since if you read the OP, they're still the longest ranged gun. Not sure if they should be even longer ranged, but wanted to clear that up.
#2. Autocannon falloff is too short. You literally have a blaster that does less damage. Something like 35+35 is much more "normal" and more autocannon like.
Stats in OP literally almost look like placeholders when you read autocannon ranges.
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Walker Bulldog
Minmatar VIRTUAL LIFE VANGUARD
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Posted - 2009.10.17 18:25:00 -
[158]
Originally by: Amy Wang is the intention to punish all fotm crosstrainers and reward those that stuck with the Naglfar/Phoenix for so long?
Yes! 
Signed, Naglfar Pilot
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Fuujin
GoonFleet
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Posted - 2009.10.17 20:16:00 -
[159]
Dear CCP:
Please seed the Citadel Cruise missile skillbook BEFORE dominion, so Phoenix pilots have their uselessness time minimized--all other dread pilots will still be able to engage past 65KM once the patch hits, but Phoenix drivers will be impotent until they:
- train Cruise 5 (likely already in progress)
- train Citadel Cruise to some respectable level
- train Guided Missile Precision to some respectable level
- Have their friendly neighborhood arms dealer buy the citadel cruise launcher/missile BPOs and build them
- Buy/acquire said launchers and missiles and equip them to their dread
All of the close-range weapons are in the game already, even if they aren't really used because of poor stats/balancing. So all dreads will be able to have a close-range loadout from day 1 of the update. However, given that a lot of capital engagements happen from 80+ KM between the two groups--requiring long-range guns and the new cruises--this will result in a lot of pointless aggrivation on the caldari drivers unless they get a special snowflake warp/cyno.
Preferably the launcher and missile BPOs could be seeded in advance, but I understand if that is too problematic to consider pre-patch. The skillbook itself is harmless to the present game setup though.
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Cheekything
Gallente Fallen Angel's Blade.
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Posted - 2009.10.18 00:39:00 -
[160]
Originally by: Fuujin Dear CCP:
Please seed the Citadel Cruise missile skillbook BEFORE dominion, so Phoenix pilots have their uselessness time minimized--all other dread pilots will still be able to engage past 65KM once the patch hits, but Phoenix drivers will be impotent until they:
- train Cruise 5 (likely already in progress)
- train Citadel Cruise to some respectable level
- train Guided Missile Precision to some respectable level
- Have their friendly neighborhood arms dealer buy the citadel cruise launcher/missile BPOs and build them
- Buy/acquire said launchers and missiles and equip them to their dread
All of the close-range weapons are in the game already, even if they aren't really used because of poor stats/balancing. So all dreads will be able to have a close-range loadout from day 1 of the update. However, given that a lot of capital engagements happen from 80+ KM between the two groups--requiring long-range guns and the new cruises--this will result in a lot of pointless aggrivation on the caldari drivers unless they get a special snowflake warp/cyno.
Preferably the launcher and missile BPOs could be seeded in advance, but I understand if that is too problematic to consider pre-patch. The skillbook itself is harmless to the present game setup though.
With any luck they will make it a capital missile skill book, otherwise that is very stupid since the other capital weapons dont have dual systems... even if the standard missiles.
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Shadowsword
Epsilon Lyr Tau Ceti Federation
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Posted - 2009.10.18 05:17:00 -
[161]
Originally by: CCP Abathur
Old Value / New Value
Ion Siege Blaster Cannon I Optimal Range: 12 / 45 Falloff: 20 / 10 Damage Mod: 7 / 8 Tracking: 0.02165 / 0.010825
6 x 2500mm Repeating Artillery I Optimal Range: 8 / 45 Falloff: 32 / 15 Damage Mod: 5.39 / 6.2 Tracking: 0.0216 / 0.0108
Dual Giga Pulse Laser I Optimal Range: 40 / 50 Falloff: 16 / 5 Tracking: 0.01688 / 0.010128
So the Pulse and Ion canons now are equivalents in effective range, tracking and RoF. Where they separate is in the damage mod, 6 for the Pulse and 8 for the Ion, and in cap usage.
When you take into account dread bonuses, a Ion on a moros significantly outdamage a Pulse on a Revelation, while using about half the cap. That is before we even add drones and the Moros drone bonus.
WTF, CCP?
There isn't any reason anymore to pick a Revelation over a Moros. That is NOT balanced. ------------------------------------------
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Walker Bulldog
Minmatar VIRTUAL LIFE VANGUARD
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Posted - 2009.10.18 07:42:00 -
[162]
Originally by: Cheekything With any luck they will make it a capital missile skill book, otherwise that is very stupid since the other capital weapons dont have dual systems... even if the standard missiles.
From this very thread:
Originally by: CCP Abathur
Originally by: Fuujin Require cruise 5?
Yes, just as the Torpedo launcher requires Torpedoes V. The skills will follow the same path as their smaller counterparts.
So, start training Cruise V. I know I'm going to do it.
Originally by: Shadowsword There isn't any reason anymore to pick a Revelation over a Moros. That is NOT balanced.
You can go AFK in a Revelation - that's gotta be worth something :)
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DeviloftheHell
Caldari RaaFharaX
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Posted - 2009.10.18 18:25:00 -
[163]
Originally by: Chi Quan unfortunately nobody really said what the moros is _intended_ to do. the description says it's good with drones ("perhaps the greatest capacity to fend off smaller hostiles"), but thats lolrp as one may note. still, if you intend to make up for the dps you took, a drone control range boost is imensly more valuable than extra damage with the large blasters. reminder: the drones lock-on range is based on "electronic warfare drone interfacing", rigs and a hig slot mod, and still tops at about 75km max, beyond that your drones don't even attempt to target. if you wanted to boost blasters, you aimed a gunsize too high.
i am not entierly sure if letting the SRguns+SRammo hit poses just by upping thier range is a good idea. you are shooting at the SHIELD first after all, and the shell of that big 30km radius ball should imho be the base of your calculations.
props to you Herschel for trying to bring some flavor to caps, nice ideas. they may need some tweaking, but they are good for a start.
more detailed and thought out post if i have the time (or the nerve).
what drone control range bonus? hmm? its max range 60km without any mod you will fit a drone range augmentor for a dread instead a gun or a siege modul? pathetic
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Chi Quan
Bibkor Enterprises
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Posted - 2009.10.18 19:04:00 -
[164]
Originally by: DeviloftheHell
Originally by: Chi Quan ...
what drone control range bonus? hmm? its max range 60km without any mod you will fit a drone range augmentor for a dread instead a gun or a siege modul? pathetic
and thats why said bonus would be expedient, as you DON'T do such a folly. srsly... reading comprehension ftw. ---- Ceterum censeo blasters need some tracking love |
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HeliosGal
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Posted - 2009.10.19 01:52:00 -
[165]
perhaps better drone control
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Arra Lith
HUSARIA Curatores Veritatis Alliance
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Posted - 2009.10.19 09:18:00 -
[166]
Edited by: Arra Lith on 19/10/2009 09:24:47 Why caldari are again nerfed comparing to other races ? Every race capital ship weapons require only 1 skill both for long and for short range guns - ie Capital Hybrid Weapons for Capital Blasters and Capital Hybrids. For Caldari you will need for short range Capital Torpedos and for long range Capital Cruise Missiles ? WTF ?
And those that trained for long range capital torpedos are screwed. Now they need to train again for cruises 5 and capital cruises if they want long range weapon...
Not mentioning other weakness of missiles (not instant damage, lower damage at short range - antimatter do 10% more dps than torpedo). Also phoenix got bonus only to kinetic missiles - meaning if you switch to other damage type you lose 25% damage (nullifying missile bonus - ability to adjust damage type dealt).
Dont really know why people whine about moros, which is still best dread after those changes, just a bit more in pair with other gunnery-based dreads. And much stronger than missile-based phoenix.
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Shadowsword
Epsilon Lyr Tau Ceti Federation
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Posted - 2009.10.19 09:29:00 -
[167]
Originally by: Arra Lith Why caldari are again nerfed comparing to other races ? Every race capital ship weapons require only 1 skill both for long and for short range guns - ie Capital Hybrid Weapons for Capital Blasters and Capital Hybrids. For Caldari you will need for short range Capital Torpedos and for long range Capital Cruise Missiles ? WTF ?
Stop whning about skill time. You don't have to train small and medium weapons to V to be able to use T2 large launchers or XL ones. That more than balance out the need for close and long range skill books.
Quote:
Not mentioning those that trained for long range capital torpedos will now need to train again for cruises if they want long range weapon.
And how is that different from smaller launchers?
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Amy Wang
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Posted - 2009.10.19 09:47:00 -
[168]
Edited by: Amy Wang on 19/10/2009 09:54:17 The short-range damage and range figures need some overworking, nothing against increasing the short-range weapons effective range but making them all almost equal range wise while introducing massive dps differences makes no sense at all.
This is how it should be imho (without going into detail for the specific numbers):
Optimal range: Phoenix > Rev > Moros > Naglfar
Falloff: Naglfar > Moros > Rev
Dps: Naglfar > Moros > Rev > Phoenix (but only slight differences, not the huge ones we see atm)
alternatively give them uniform optimals and uniform dps figures with slight adjustments in favor of ships that use cap to fire (Rev and Moros) or take extra SP to train for properly (Naglfar)
But having e.g. the Rev being outdamaged by everything while using the most cap as tradeoff for a marginally longer range (which is still inferior to the phoenix) is not balanced at all, same goes for the phoenix, that high dps with best range and free damage type choice (I know it drops dps but still) and cap less weapons is over the top.
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Arra Lith
HUSARIA Curatores Veritatis Alliance
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Posted - 2009.10.19 12:29:00 -
[169]
Originally by: Shadowsword
Stop whning about skill time. You don't have to train small and medium weapons to V to be able to use T2 large launchers or XL ones. That more than balance out the need for close and long range skill books.
I dont see big difference between T1 missiles and guns training time ( and capital weapons are atm T1 only). You cant start training straight from torpedos, as you cant start training straight from Large Hybrid Turrets:
Missiles - Citadel Torpedos (enabling only short range capital weapon): Missile Launcher Operation V Torpedos V <- Heavy Missiles III <- Standard Missiles III <- Missile Launcher Operation II
Gunnery - Capital Hybrid Turrets (enabling both long range ans short range capital weapons) Gunnery V Large Hybrid Turret V <- Medium Hybrid Turret III <- Small Hybrid Turret III <- Gunnery I
I dont see here any requirements for T2 gunnery for capital weapons ?
As someone mentioned Citadel Torpedos skill should be renamed to Citadel Missiles - and this skill should be used for all capital missiles (both torpedo and cruise).
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Irida Mershkov
Gallente War is Bliss
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Posted - 2009.10.19 20:05:00 -
[170]
Originally by: Shadowsword
Originally by: CCP Abathur
Old Value / New Value
Ion Siege Blaster Cannon I Optimal Range: 12 / 45 Falloff: 20 / 10 Damage Mod: 7 / 8 Tracking: 0.02165 / 0.010825
6 x 2500mm Repeating Artillery I Optimal Range: 8 / 45 Falloff: 32 / 15 Damage Mod: 5.39 / 6.2 Tracking: 0.0216 / 0.0108
Dual Giga Pulse Laser I Optimal Range: 40 / 50 Falloff: 16 / 5 Tracking: 0.01688 / 0.010128
So the Pulse and Ion canons now are equivalents in effective range, tracking and RoF. Where they separate is in the damage mod, 6 for the Pulse and 8 for the Ion, and in cap usage.
When you take into account dread bonuses, a Ion on a moros significantly outdamage a Pulse on a Revelation, while using about half the cap. That is before we even add drones and the Moros drone bonus.
WTF, CCP?
There isn't any reason anymore to pick a Revelation over a Moros. That is NOT balanced.
I didn't think i'd EVER hear someone complain this, holy **** how times change.
You can instant swap ammo in a Revelation and don't have to reload however.
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Norris Packard
Wings of Redemption Black Flag Alliance
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Posted - 2009.10.19 22:05:00 -
[171]
The Close range turrets need a bit more variation,
Ion Siege Blaster Cannon I Optimal Range:40km Falloff: 20km Damage Mod:8 Tracking: 0.010825
6 x 2500mm Repeating Artillery I Optimal Range:30km Falloff: 30km Damage Mod: 6.2 Tracking: 0.0108
Dual Giga Pulse Laser I Optimal Range: 60km Falloff: 10km Tracking: 0.010128
these stats make the weapons have a bit more variety in what they do, as they are now the giga pulse lasers are terrible this added range should make them come back into line with the changes to the range of the other close range weapons.
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DrJ Zoidberg
Heretic Army Heretic Nation
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Posted - 2009.10.19 22:18:00 -
[172]
I don't see the problem with most short range dread guns not being able to hit large towers with their most damaging ammo, it's just another advantage of putting up a large tower as opposed to small or medium. Why is it absolutely necessary to be able to pump out maximum dps from all dreads on large poses? Is this really game breaking?
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Sith LordX
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Posted - 2009.10.20 05:30:00 -
[173]
Originally by: Adam Ridgway
Originally by: Devilish Ledoux Edited by: Devilish Ledoux on 13/10/2009 11:51:09 Personally, I'd rather see the Moros' drones be a backup weapon system (similar to other dreads) anyway, rather than vital to its ability to put out damage. I don't know how many T2 sentry drones I've lost to an unexpected capital bump after I'm in siege, but not having those drones is a pain in the butt. Never mind that the sentries have a very limited range, even with the best skills, so in a lot of fights, they're completely useless. I think the Moros should be a gunboat that gets to choose between relatively long range and relatively low damage (for a dreadnought anyway) or very high damage and short range (like any hybrid gunboat). Having extra space in the drone bay is nice and all, but having to depend on them (especially with the tendency of capitals to bump each other all over hell and gone) is incredibly frustrating.
+1 on Moros being a gigant Mega instead of a gigant Dominix. People must realize how broken are currentlly drones bonus on Moros to kill subcapitals, IT'S NOT THEIR ROLE. Stop crying about that allready of give a decent reason why it should be kept as such. Otherwise you only want an unfair advantage other dreads don't have, nd also beign largelly useless in a lot of cap fights, were they must eb usefull, due to losing a big chunk of their DPS.
Drone bonus should be removed enterilley, maybe keep ane xtended drone bay for soem 'racial flavour' and cenetr their damage arround XL hybrids even more. This way they would be: - easier to balance. - not unbalancing against subcap fleets. - not having the problem of losing big parts of their dps due to bumping, emergency jumping or whatever reason.
Know your roll, shut your mouth. 
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Alxea
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Posted - 2009.10.20 05:36:00 -
[174]
Originally by: LTcyberT1000 Edited by: LTcyberT1000 on 13/10/2009 12:31:34 Edited by: LTcyberT1000 on 13/10/2009 12:26:25 NOTE to CCP: Add bouncing physics with comparing to being bumped ship masses (The second Newton Law - http://www.grc.nasa.gov/WWW/K-12/airplane/newton.html). That will make more realistic things like interceptor bouncing off dread/carier instead of dread/carier bouncing of frigatte-battleship class ships. In some patch you already tried to do something like that but seems it is not working well.
For supercariers, each fighter bomber torpedo does way too much damage and new version of 10 motherships can anihilate titan easily with them. The little example: 5000 dps tank on Chimera is broken easily from 25 fighter-bombers and each fighter bomber does 800-1000 damage to 80%+ resists.
Fighter bombers are a super capital weapon, and need to be just as effective as their titan brothers. Or they wouldn't be super capitals or anti capital ships. That is there roll. The titans do far more damage tho. 3 mill in a dd and 40,000 alpha with guns. Super carriers do half that. I don't see the problem. Your just guessing, the base numbers aren't even on the fighter bombers for you to even know. 
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ChinaWillGrowLarger
Deep Core Mining Inc.
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Posted - 2009.10.20 15:21:00 -
[175]
Lasers are still better than every other turret in every way with no realistic downsides. What a ****ing surpise. My Mitnal lies over the ocean My Mitnal lies over the sea My Mitnal lies over the ocean Oh bring back my Mitnal to me |
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Stealthbug
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Posted - 2009.10.20 15:25:00 -
[176]
Originally by: ChinaWillGrowLarger Lasers are still better than every other turret in every way with no realistic downsides. What a ****ing surpise.
Ah... Very economical.
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RedSplat
Noir.
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Posted - 2009.10.20 21:09:00 -
[177]
I notice the damage mod for Gigapulses has been ommitted.
Please add it to the OP so people can compare the three turret types.
I can only come to the conclusion that the omission is intentional given the definitive advantages CCP has pushed on Lasers as compared with other turret types 
Originally by: CCP Mitnal
I don't sleep. I am always here. Watching. Waiting.
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William Caldon
Caldari Golden Cross Enterprises
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Posted - 2009.10.21 02:38:00 -
[178]
Originally by: ChinaWillGrowLarger Lasers are still better than every other turret in every way with no realistic downsides. What a ****ing surpise.
Hmm.....
Cap issues? EM/THRM attack ability?
Yeah, that's not disadvantages at all...
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Xing Fey
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Posted - 2009.10.21 07:00:00 -
[179]
Originally by: Amy Wang Edited by: Amy Wang on 19/10/2009 10:00:46 The short-range damage and range figures need some overworking, nothing against increasing the short-range weapons effective range but making them all almost equal range wise while introducing massive dps differences makes no sense at all.
This is how it should be imho (without going into detail for the specific numbers):
Optimal range: Phoenix > Rev > Moros > Naglfar
Falloff: Naglfar > Moros > Rev
Dps: Naglfar > Moros > Rev > Phoenix (but only slight differences, not the huge ones we see atm)
Torp-phoenix should have second highest or highest DPS, though your arrangement makes sense for cruise.
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MiLojko
Paxton Industries Paxton Federation
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Posted - 2009.10.21 07:43:00 -
[180]
Originally by: Arra Lith
Originally by: Shadowsword
Stop whning about skill time. You don't have to train small and medium weapons to V to be able to use T2 large launchers or XL ones. That more than balance out the need for close and long range skill books.
I dont see big difference between T1 missiles and guns training time ( and capital weapons are atm T1 only). You cant start training straight from torpedos, as you cant start training straight from Large Hybrid Turrets:
Missiles - Citadel Torpedos (enabling only short range capital weapon): Missile Launcher Operation V Torpedos V <- Heavy Missiles III <- Standard Missiles III <- Missile Launcher Operation II
Gunnery - Capital Hybrid Turrets (enabling both long range ans short range capital weapons) Gunnery V Large Hybrid Turret V <- Medium Hybrid Turret III <- Small Hybrid Turret III <- Gunnery I
I dont see here any requirements for T2 gunnery for capital weapons ?
As someone mentioned Citadel Torpedos skill should be renamed to Citadel Missiles - and this skill should be used for all capital missiles (both torpedo and cruise).
I absolutely agree with that.
Also as a true Caldari I fly only Caldari ships. To use only Caldari but all Caldari ships properly I have 8m sp in gunnery and 12m sp in missiles =20m sp in weapons. Minnies have about the same. Why do Caldari and Minmatars now need to sink another 2m sp extra?!??
As for DPS I want the SUM of all DPS from 1km to 250km in 1 km steps to be the same for all short range weapons and the same for all long range weapons. Dont forget to factor in reloading of ammo and missile flight time. In most situations every second of delayed damage from missiles is about 2% effective DPS less.
The proposed changes right now are not balanced at all. In graphs nicely presented by Blazde we can see that new Naglafar really shine, Moros is behind and Revelation and Phoenix sux.
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