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CCP Abathur

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Posted - 2009.10.10 14:28:00 -
[1]
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.
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c0rn1
Body Count Inc. Against ALL Authorities
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Posted - 2009.10.10 14:33:00 -
[2]
Edited by: c0rn1 on 10/10/2009 14:34:54 *cough* Why are matari weapons now equal to the gallentian one?
we could just get more falloff :(
like OR: 30 FO: 30? :( x x x x x x x x x x x x x x
Life's a waste of time ... |

Lucas Tigh
United Systems Navy Zenith Affinity
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Posted - 2009.10.10 14:41:00 -
[3]
Edited by: Lucas Tigh on 10/10/2009 14:42:50
Originally by: CCP Abathur 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.
Seriouspost: Sweet mother of Jesus, CCP, that's a good compromise. Thanks. -------------------------------------
CCP, make me a winner.
I win. |

fab24
Gallente Order of Anarchy The Laughing Men
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Posted - 2009.10.10 15:40:00 -
[4]
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.
Can't you stop nerfing this goddamn moros ? learn to let stuff how it is already. Trolling is not permitted on the forum - we encourage threads that discuss issues in a constructive and spirited atmosphere. < lmfao... |

Zhull
Amarr Patagonia Holdings
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Posted - 2009.10.10 15:53:00 -
[5]
Edited by: Zhull on 10/10/2009 15:55:07
Originally by: CCP Abathur Turrets 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.
Only to railguns or were blasters also increased? (it is hard to log in to Sisi to check now). Also just remove the bonus and make it turrets comparable with the Rev. 50% Hitpoints per level means that our drones can suck up any bomb without hitting armor, with 20% they will pop like the ones in the Domi.
I was expecting short range weapons to have 100km optimals and long range weapons moved to 200km optimals. That will leave you with 50 and 100km respectively with short range ammo. Problem is that you need at least 45/50km optimals with short range ammos to siege poses in a decent sized cap fleet. Having 45km optimals would force you to use iridium on short range guns to hit reliably from those ranges dropping damage bellow what long range weapons with short range ammos do.
If those ranges are too much for Titans just add a penalty to them but in a dread that has to siege for 10 minutes to do any damage they should be fine.
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Areo Hotah
Paxton Industries Paxton Federation
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Posted - 2009.10.10 16:17:00 -
[6]
What will be the pre-reqs for Citadel Cruise? If cruise V, another nerf for the Nag: I now have to train a 3rd capital weapon, where as the Rev and Moros do with one (if you mention drones: I have to train them for the Nag as well, and I can use them on many sub-capital ships.)
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Stealthbug
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Posted - 2009.10.10 16:25:00 -
[7]
Originally by: Areo Hotah What will be the pre-reqs for Citadel Cruise? If cruise V, another nerf for the Nag: I now have to train a 3rd capital weapon, where as the Rev and Moros do with one (if you mention drones: I have to train them for the Nag as well, and I can use them on many sub-capital ships.)
How the hell is that a nerf? You can still use torpedoes cant you? >_>
Just cuz you have to skill up for the "new weapon" doesnt mean that your ship got nerfed.
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Jason Edwards
Internet Tough Guy
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Posted - 2009.10.10 16:37:00 -
[8]
Quote: 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:
very nice.
Quote: 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.
That's not keeping it intact. That's nerfing it to where you pretty much cant use them anymore. Now it's pretty much a pretend revelation but not quite. Yaay for destroying the moros. Please leave the drones right where they are. Nerf the guns however you like. ------------------------ To make a megathron from scratch, you must first invent the eve universe. ------------------------ Life sucks and then you get podded. |

Cheekything
Gallente Fallen Angel's Blade.
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Posted - 2009.10.10 16:43:00 -
[9]
Originally by: CCP Abathur
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.
I know this effects a lot of people who are in the Moros already.
Firstly training 56+ days for Gallente Dread 5 doing the same as a Dominix with level 5 Battleship != cool.
Most people only really train Battleship 5 because of the mega getting the sexy 25% bonus to tracking and to use the Moros.
So a 20% bonus just really isn't cool unless you want to give a drone control range to go with which by all means would make it good.
Failing that remove the bonus totally and give use 5% damage and 5% tracking which would be very valuable with the new turret changes.
Lastly failing all that just leave the Moros alone ...
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Ragel Tropxe
The Older Gamers Atlas Alliance
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Posted - 2009.10.10 16:43:00 -
[10]
what plans do you have for
a/ exchanging current citadel torp launchers b/ the cost of the new skillbook that may be needed (citadel cruise missiles)
issues
1. Cost and time - another skillbook and another skill to train
2. The current use of torps is more akin to the cruise missiles you seem to propose - if you exchange current torp launchers for new torp launchers then Phoenix and Dread Pilots will need to buy new cap modules to fit (80M isk or so) to use their Dread at long range.
3. what about the explosion radius of the two missile types? - I assume you will author the citadel cruise missiles to have a better explosion radius than the current citadel torps?
Give that you may now be asking Phoenix and Naglfar pilots to train another skill - there needs to be some compensation in terms of usage advantage to offset this.
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Khefron
GoonFleet GoonSwarm
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Posted - 2009.10.10 17:11:00 -
[11]
Edited by: Khefron on 10/10/2009 17:14:13 What are the explosion radius and explosion velocities for the new Siege and Cruise missiles?
Will phoenixes finally be able to shoot pos mods effectively?
Originally by: Ragel Tropxe what plans do you have for
a/ exchanging current citadel torp launchers b/ the cost of the new skillbook that may be needed (citadel cruise missiles)
issues
1. Cost and time - another skillbook and another skill to train
2. The current use of torps is more akin to the cruise missiles you seem to propose - if you exchange current torp launchers for new torp launchers then Phoenix and Dread Pilots will need to buy new cap modules to fit (80M isk or so) to use their Dread at long range.
3. what about the explosion radius of the two missile types? - I assume you will author the citadel cruise missiles to have a better explosion radius than the current citadel torps?
Give that you may now be asking Phoenix and Naglfar pilots to train another skill - there needs to be some compensation in terms of usage advantage to offset this.
shut up I like these changes just fine.
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An Anarchyyt
Gallente Battlestars GoonSwarm
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Posted - 2009.10.10 17:18:00 -
[12]
Originally by: Ragel Tropxe what plans do you have for
a/ exchanging current citadel torp launchers b/ the cost of the new skillbook that may be needed (citadel cruise missiles)
a/ Much like every other change, as Torps are still useable, you aren't getting anything. And why would you? b/ You are going to buy them on the market, seeded by NPCs.
If you're going to whine, at least try and only be halfway ******ed.
Originally by: CCP Wrangler Second, a gentile is a non jewish person
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Ragel Tropxe
The Older Gamers Atlas Alliance
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Posted - 2009.10.10 17:21:00 -
[13]
Edited by: Ragel Tropxe on 10/10/2009 17:21:32 Edited by: Ragel Tropxe on 10/10/2009 17:20:52 my my touchy Goons, who would have thunk?
If you check my previous posts on the subject of Citadel cruise missiles - youll see its something Ive been advocating for quite some time.
All Im looking for is some clarification on how the changes are to be introduced, if you dont like the questions - ignore them - they arent meant for you (unless you work at CCP?)
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xttz
GoonFleet GoonSwarm
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Posted - 2009.10.10 17:21:00 -
[14]
Originally by: Ragel Tropxe what plans do you have for
Or they could just replace all existing torp launchers + skills with the cruise one...
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Adam Ridgway
Minmatar
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Posted - 2009.10.10 17:23:00 -
[15]
To Moros pilots, you just need to realize how broken the thing is currentlly on TQ... I think this fix is a fair compromise so please stop crying again, Moros has to be on line with other dreads.
I guess this are the first changes, but more variability specially between Minmatar and Gallente would be nice, they are way to similar and they should follow the subcap theme.
Also as someone else pointed out allready, take in mind ammo bonus/penalties; if you want people to use closest range ammo (Antimatter XL) it should be fairlly usable from at least 30km away.
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xttz
GoonFleet GoonSwarm
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Posted - 2009.10.10 17:31:00 -
[16]
Originally by: Adam Ridgway To Moros pilots, you just need to realize how broken the thing is currentlly on TQ... I think this fix is a fair compromise so please stop crying again, Moros has to be on line with other dreads.
Just because random pirates use them to camp low-sec stations with immunity does not make the ship broken - just the aggro mechanics which allow that.
As it stands now, the Moros is the lowest dps dread with the most average EHP and a fairly weak tank. It could use another tweak to bring it on par for fleet work. Ideal options include:
+10% tracking per level +20% drone control range per level (useful sentries!) +5% armour hitpoints per level
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Etien Aldragoran
DarkStar 1 GoonSwarm
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Posted - 2009.10.10 17:45:00 -
[17]
Originally by: xttz
Originally by: Adam Ridgway To Moros pilots, you just need to realize how broken the thing is currentlly on TQ... I think this fix is a fair compromise so please stop crying again, Moros has to be on line with other dreads.
Just because random pirates use them to camp low-sec stations with immunity does not make the ship broken - just the aggro mechanics which allow that.
As it stands now, the Moros is the lowest dps dread with the most average EHP and a fairly weak tank. It could use another tweak to bring it on par for fleet work. Ideal options include:
+10% tracking per level +20% drone control range per level (useful sentries!) +5% armour hitpoints per level
I'm really agreeing with this post. I've cross-trained into a Rev since the Moros lacks in nearly all areas other than ratting capability. I would suggest a 25% bonus to control range per level and 20% bonus to sentry drone optimal range per level. A Moros might be close in capability to other dreads, but there's a huge falloff outside of 57-60km depending on your EWD level. Whoopdie doo if you raise the damage mod a wee bit after cutting down drone DPS by more than half. It means nothing if the engagement range is long.
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Vile rat
GoonFleet GoonSwarm
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Posted - 2009.10.10 17:52:00 -
[18]
Also let Moroses scoop drones from further than 2500. Or maybe give them little engines so they can return to you if they are supposed to be a part of your dread damage.
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Peritas Inmortalis
Gallente Peritas Inmortalis Corp
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Posted - 2009.10.10 17:52:00 -
[19]
I think these new changes to the Phoenix are not compensated at all because the other Dreads can use short and long ammunition at any turret. But now in the Phoenix you haver to fit torpedo launchers or cruise launchers.
The most acceptable is make an "mixet" Launcher that could put citadel torpedoes and cruisers, because if u are in a OP and the FC calls, long range ammo and you have fit torpedo launchers...... baaaad
CCP Fail Consither that option
Txs BTW FanFest was AWESOME
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anheuser
Cutting Edge Incorporated RAZOR Alliance
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Posted - 2009.10.10 17:53:00 -
[20]
Originally by: Cheekything Firstly training 56+ days for Gallente Dread 5 doing the same as a Dominix with level 5 Battleship != cool.
Ah, I think you better go read the domi ship bonuses again.
Quote:
Most people only really train Battleship 5 because of the mega getting the sexy 25% bonus to tracking and to use the Moros.
Eh? You mean people don't train BS V of any race simply because they don't want to max out their potential?
Changes are pretty good. Nice tradeoffs here (says he as a max skilled Moros pilot). Will put the moros up in line now with the Rev and Naglfar in sniper config, which is good. And, like the Nag, the moros has some extra DPS when getting up close and personal (Sniper nags didn't bother with torps for the long range stuff). If my calcs are right, with one scripted tracking comp, that should give us an optimal of just shy of 30km when using AM, which is just a bit greater than the 27km of a large tower. We'd need to hug the shields for max DPS, but with one step up in ammo we could still maintain really nice DPS with optimal on a large tower at the usual 10-15km of the shields.
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Fuujin
GoonFleet
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Posted - 2009.10.10 18:11:00 -
[21]
Reminder to CCP: Please include faction citadel cruises on release of Dominion, and not forget about the missile users (again) for a year. Thanks!
Some fleshed out stats of the citadel cruises would be nice...are they affected by guided missile precision? Require cruise 5? What will the fitting requirements be?
Also: your "current" base flight time for citadel torps is incorrect; it's 25 seconds, not 20.
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Cadiz
Caldari EXTERMINATUS. Atlas Alliance
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Posted - 2009.10.10 18:23:00 -
[22]
Digging the Moros change; it'll make it a lot more competitive in cap-on-cap engagements. Of course I already went and crosstrained for a Rev, but it's a good change regardless. Not sure how I feel about the heavily normalized short range turret stats, though. The extra range & usability is definitely a good thing, but...they're all so similar-looking now. ------ Exterminatus! "There is no problem that cannot be solved by the judicious application of violence." |

Aoa Lux
Caldari North Eastern Swat Pandemic Legion
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Posted - 2009.10.10 18:44:00 -
[23]
Assumption: people are using the moros to hump stations and abuse the aggro mechanics. Because of this, it is being nerfed.
Solution: can we just rebuild it into a giant megathron instead of a giant dominix?
1) Currently it already has issues in fleet combat (unless you run a lolfit and waste a mid on a drone mod) because a large amount of it's damage is useless outside of 57-60km. 2) As already mentioned, the 50% hp/lvl was nice because drones could survive bombs. Drones have always had the weakness of being a "destructible weapon" but for such a large portion of this ship's damage output to be easily destructible -and- useless outside 60km...
Change it please.
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fab24
Gallente Order of Anarchy The Laughing Men
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Posted - 2009.10.10 20:02:00 -
[24]
Just about the new ion siege, it sucks balls, the range suck atm, with the change I don't think it will make them used more... I've rarely seen moros with blasters on TQ... Some for station camping, but that's all they are used for, the range is just pure **** on them, and people use railguns over blasters for capital/pos bashing. Trolling is not permitted on the forum - we encourage threads that discuss issues in a constructive and spirited atmosphere. < lmfao... |

Omnituens
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Posted - 2009.10.10 20:19:00 -
[25]
Edited by: Omnituens on 10/10/2009 20:18:54 I too would like to know about the skillbook for the citadel cruise missiles.
Are you planning on changing Citadel Torps skill to Citadel Launcher Skill, and it a prereq for both, or is it a new skill book?
The other XL guns have 1 skill, but then again the Large ones have torp/cruise separate, so I suppose it could go either way. I'm fine with either result as I still get to throw missiles, so what if I do have to train up another skill a bit.
Other possibility is Cit Launchers is primary, and then Torp/Cruise secondary as per launcher. or ammo.
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The Mittani
GoonFleet GoonSwarm
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Posted - 2009.10.10 20:39:00 -
[26]
GOONFLEET DOT COM LEAK:
"i'm unironically impressed with the changes ccp are making"
"Well that just about takes care of every complaint I have about dreads"
Sins of a Solar Spymaster: my ~fair and balanced~ column TheMittani @ Twitter
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Xing Fey
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Posted - 2009.10.10 21:00:00 -
[27]
Edited by: Xing Fey on 10/10/2009 21:02:25 Edited by: Xing Fey on 10/10/2009 21:01:58 It'd be nice if the siege module granted all dreads +100% drone damage/level. Would retain the moros' WTFDRONES (make it better even, at least in siege) but allow other droens to at least compete.
And on the autocannons,while the other SR weapons are nearly nonexistent i've actualy seen these a semi-fair deal. I think you're making them too much like blasters TBH. More falloff+tracking and less optimal would be cool, i think.
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Nikuno
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Posted - 2009.10.10 21:06:00 -
[28]
Well it's now becoming very hard to tell the difference between short range turret based dreads based on their damage or versatility. Homogeneity has conquered all it seems for offense. That leaves defence. Back to using the revelation instead of the moros, I still see nothing here to take me back to a moros. Drone range with 4 highs fitted with 3 guns and a seige mod is still a joke, and I fail to see how improving the rail damage modifier offsets this. The drones are only useful up-close, which means when I'm using blasters in the scenario you lead with, so how does a boost to rails help here? And then of course there's the matter of the increase to rail damage largely mitigating the modification to the blasters damage. Unless I happen to be shooting a large pos with my nose wedged against the shields, I won't be using anti-matter. In most cap fights my ranges will be longer than this, so I probably won't be using anything below lead. I'm still better off with the rails now they have this bonus and using anti matter and retaining the option for longer range engaements in my fit. Honestly, can't you work through a coordinated approach? There is no sense to what you've done, the 2 changes are completely self-defeating, and if what was wanted was a sniping moros we already have one; it just happens to be called a revelation.
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Adam Ridgway
Minmatar
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Posted - 2009.10.10 21:50:00 -
[29]
Originally by: Nikuno
Honestly, can't you work through a coordinated approach?
One solution to giving porupose to both things is make tracking difference huge so short range weapons can for example hit BS while long range weapons can't udner any circunstances.
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kwix
Caldari
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Posted - 2009.10.10 22:28:00 -
[30]
I've been flying the moros in fleet engagements for two years now. It's never really been that overpowered/broken in those situations.
It also serves a valuable role as it's one of the only dreads that can fend off small attackers reasonably...which is what is stated in the role description of the Moros.
I think there's little doubt here that this nerf is entirely about the station hugging and low-sec usage of the Moros and it really seems unfair to cripple the one nice bonus of the Moros because a small percentage of people are abusing it. Find a way to address the abuse.
The other real concern/disappointment is that I think we will actually see more dread vs. dread engagements in dominion which would be the first time the Moros would really have had a chance to be fun and to shine...so this seems doubly cruel.
I do like some of the compromises suggested here. I can tolerate the damage output bonus, but I think nerfing the hitpoints really really hurts the usability of the moros the most.
How about a 25% damage per level and keep the 50%HP/level?
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Kaitou Shiroi
Hakata Group Blade.
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Posted - 2009.10.10 23:41:00 -
[31]
Sweet baby Jesus, is that a blaster-buff I see there? Thank you, it's about damn time the blasters have enough range to be actually used for something.
Also, the 20% drone bonus made a lot more sense than the "only in siege" solution, since it would make the second ship bonus different than all other dreads' second bonus, and the 20% bonus is already on TQ in the form of the Rorqual (yes, it gets a bonus to drones AND carebeariness) so there's actual precedent. Very well thought out changes, CCP. (Christ, did I actually just say that? ) ---
Unless specifically stated otherwise, the opinions expressed in my posts do not reflect those held by my corporation or alliance.
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Eheufaucan
VIRTUAL LIFE VANGUARD Initiative Mercenaries
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Posted - 2009.10.11 00:56:00 -
[32]
Edited by: Eheufaucan on 11/10/2009 01:03:12 Edited by: Eheufaucan on 11/10/2009 00:58:57 Edited by: Eheufaucan on 11/10/2009 00:56:13 As a Phoenix pilot I was really happy that I didn't had to choose between long range and short range weapons. Constant damage no matter if the target is 20km or 120km away. Sounds unfair but on the other hand you do less damage, other capitals can "speedtank" your citadel torpedos (when in siege the explosion velocity is reduced to 17.4 m/s), it takes a long time until the first missiles hit and start doing damage (37.5 seconds flight time if you're firing from max range (if you think about such long flight times an Interceptor could follow the torps (4,125 km/s max torp speed), target and destroy them before they reach the target) and 6 smartbombs can destroy a citadel torp (I don't think a capital pilot will fit 6 SBs but its still possible). I think this compensates for the ability to do damage from short to long range. But now with the current changes missile users have more disadvantages compared to gunners.
First: the training time. To use Citadel Torps you had to train Torpedos up to 5. Now with the Citadel Cruise Missiles I bet you have to train Cruise Missiles up to 5 too because it doesn't make any sense if you have the torpedo skill as a prerequisit for the cruise missiles. Thats additional training time for Caldari and Minmar. Just look at the capital tank modules. To fit a Capital Armor Repairer you need Mechanic 5, Hull Upgrades 5 and Repair Systems 5. Thats two rank 1 and one rank 2 skills. To fit a Capital Shield Booster you need Engineering 5, Shield Operation 5 and Shield Management 5. Thats two rank 1 and one rank 3 skills. Again more training time for Caldari and shield tanking Minmatar. And don't forget that until a few weeks ago you had that useless rank 4 skill Tactical Shield Manipulation as a prerequisit.
To make it short for each race you need the following skills:
Amarr: Gunnery (1) Large Energy Turret (5) Capital Energy Turrets (7)
Gallente: Gunnery (1) Large Hybrid Turret (5) Capital Hybrid Turrets (7) + Drone skills (BUT as someone already mentioned before each race can use Drones, you can also use them on sub-capitals and every fighter should train for
Heavy T2 Drones sooner or later)
Caldari: Missile Launcher Operation (1) Torpedos (4) Cruise Missiles (5) Citadel Torpedos (7) Citadel Cruise (?)
Minmatar: Gunnery (1) Large Projectil Turret (5) Missile Launcher Operation (1) Torpedos (4) Cruise Missiles (5) Citadel Torpedos (7) Citadel Cruise (?) Capital Projectil Turrets (7)
When I started playing EVE years ago they told me that for the Amarr you need lots of skills to be effectiv but these numbers say something completely different.
Next: maximum range. I did some math with the changes to the short range weapons and with all the weapon range skills at 5 (Sharpshooter, Trajectory Analysis, Missile Bombardement and Missile Projection) you get the following numbers:
Amarr:
62,5 + 6,3 km Standard 31,3 + 6,3 km Short Range Ammo 78,1 + 6,3 km Long Range Ammo
Gallente:
56,3 + 12,5 km Standard 28,1 + 12,5 km Short 90,0 + 12,5 km Long (75,0 + 30,0 km with T2 Warden Sentry)
Minmatar:
56,3 + 18,8 km Standard 28,1 + 18,8 km Long 90,0 + 18,8 km Short
Caldari:
59,1 km
So if the Fleet Commander wants a max damage short range setups (for POS takedowns for example) gunners are still flexible enough and can switch to long range ammo at any time if hostile caps show up at long distances. Of course they're losing damage with long range ammo but at least they DO some damage at all. If the enemy shows up more than 59km away a Phoenix pilot does ZERO damage an can do nothing except waiting to come out of siege and move closer.
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Deva Blackfire
Viziam
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Posted - 2009.10.11 01:06:00 -
[33]
Originally by: Eheufaucan
Gallente:
56,3 + 12,5 km Standard 28,1 + 12,5 km Short 90,0 + 12,5 km Long (75,0 + 30,0 km with T2 Warden Sentry)
60km on wardens. IIRC thats max attack range on moros (all skill lv5)
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VENOM2k99
GoonSwarm
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Posted - 2009.10.11 01:34:00 -
[34]
It's nice trying to make Phoenixes more realible\pratical to shoot POS and module. But having 2 diferent modules make no sense at all.
While other dreads will only need to switch ammo, the phoenixes will have to refit???
Why dont a new Citadel missile launcher is introduce and two type of missiles? Long and short. That will make more sense.
I hope this will change :)
thank you
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Giselle Beaute
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Posted - 2009.10.11 02:00:00 -
[35]
Jup, that would be the best solution. A new Citadel launcher which could fire both types: Citadel Torpedos (more damage, short range) and Cruise (less damage, long range) and you can switch the ammo during a fight without having to refit.
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Norris Packard
Wings of Redemption Black Flag Alliance
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Posted - 2009.10.11 02:45:00 -
[36]
Capital Short Range Weapons: like the ideas here think that they are making the weapons too much the same. I would make the ACs have 30km optimal and 30km falloff and make the blasters have a 15km falloff. makes them a bit more diffrent from each other.
Missiles people are complaining about the same issues that every turret boat has, you could always fit the long range ones if you are worried about being able to always hit. Now the missile skills is an issue the current capital weapons skill should cover both types of launchers just like other weapon systems cover both their long ranged and short ranged weapons.
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Vyktor Abyss
Gallente The Abyss Corporation
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Posted - 2009.10.11 03:20:00 -
[37]
Shame you feel it is necessary to nerf the only cool thing about the Moros.
Magic 8-ball tells me: Dread station campers now move to a Cruise Pheonix, you don't solve any zero risk dread station game problems, and you upset many loyal customer who have trained Gallente Dread 5 for literally months in the process. Cool.
I always hated capital ships though anyway TBH, just like you balancing guys hate drones and the Gallente. 
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Major Hunt
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Posted - 2009.10.11 04:27:00 -
[38]
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.
I am encouraged by what you are trying to do here. Much sought after changes, and long overdue.
However, I am concerned with the ratios of damage vs range with blasters, pulse and autocannons Under the current proposal, blasters have a clear advantage over all weapons with highest damage mod and almost the same range as a pulse weapon. Autocannons suffer the worst fate. We tried this on the test server and blasters clearly had the advatage.
I would suggest increaseing the pulse weapon range by 10km, and reducing the blasters by 5km. The autocannons I would like to see the optiaml/falloff split closer to 60/40. This would put the weapons more inline with already establish conventions.
The citidal cruise/torps is bang on imo
PS: The moros change is good!
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anheuser
Cutting Edge Incorporated RAZOR Alliance
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Posted - 2009.10.11 05:42:00 -
[39]
Citadel cruises look pretty good. Now we're just at the relative nit-picky levels. Cruises are still unlikely to be used in the big alliances because they can't snipe all the way out to 250km with the same setup as the other dreads.
If you look the big alliance killboards, we all seem to fit our sniping dreads roughly the same: 1 T2 falloff rig and the tracking computer with range script. This will get you all the way out to the 250km limit (moros can do it without the TC). With cruise missiles, there's no equivalent to the tracking computer, so you're always going to be limited more in range. Given a similar setup (and assuming max skills for Projection and Bombardment), you'll get only out to 230km ((4.25km * 1.5 * 1.2) * 20 * 1.5). To make it to 250km, you need a second T1 rig. The result is less tank for these ships compared to their gun siblings because of the additional rig slot needed.
To really bring them back in to contention with the others dreads in the big alliance game, the numbers need to be tweaked just slightly to get that extra 20km out of them. If you bring the speed up to 4600m/s for the cruises, they'll hit out to 248km, which would be good enough. 4650 gets it just over the line for 250km, which is our ultimate goal. While you could change the flight time, then you'd still suffer the same problem of needing 30s to reach the target - two volleys from gun dreads have passed in that time, so unacceptable.
The alternate would be to introduce an equivalent to the tracking computer for missile range boost, or just modify the TC to have a missile range script to do the same thing. Scripted with a 30% range increase would be nice.
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Grut
Deep Core Mining Inc.
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Posted - 2009.10.11 08:36:00 -
[40]
Originally by: anheuser Citadel cruises look pretty good. Now we're just at the relative nit-picky levels. Cruises are still unlikely to be used in the big alliances because they can't snipe all the way out to 250km with the same setup as the other dreads.
If you look the big alliance killboards, we all seem to fit our sniping dreads roughly the same: 1 T2 falloff rig and the tracking computer with range script. This will get you all the way out to the 250km limit (moros can do it without the TC). With cruise missiles, there's no equivalent to the tracking computer, so you're always going to be limited more in range. Given a similar setup (and assuming max skills for Projection and Bombardment), you'll get only out to 230km ((4.25km * 1.5 * 1.2) * 20 * 1.5). To make it to 250km, you need a second T1 rig. The result is less tank for these ships compared to their gun siblings because of the additional rig slot needed.
To really bring them back in to contention with the others dreads in the big alliance game, the numbers need to be tweaked just slightly to get that extra 20km out of them. If you bring the speed up to 4600m/s for the cruises, they'll hit out to 248km, which would be good enough. 4650 gets it just over the line for 250km, which is our ultimate goal. While you could change the flight time, then you'd still suffer the same problem of needing 30s to reach the target - two volleys from gun dreads have passed in that time, so unacceptable.
The alternate would be to introduce an equivalent to the tracking computer for missile range boost, or just modify the TC to have a missile range script to do the same thing. Scripted with a 30% range increase would be nice.
Cruise are a joke - they go slower then BS cruise (ship bonus) and noone ever uses BS cruise.
The current stats give 10kms with 3 t1 riggs.... 25 secs to 250km? useless.
After skills and rigs they have to be going atleast 40kms without destroying fitting.
I think your right there needs to be a module buffing missile speeds. Maybe lowslot so you trade damage for snipe?
Kinsy > deadman you there? Kinsy > are either of us in pods, becase we dont know...
Mostly harmless [ 2005.12.09 19:22:50 ] (notify) You have started trying to warp scramble the Dreadnought |

Vector Aeon
ALAZAIS' JIHAD CARRIER FACTORY
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Posted - 2009.10.11 11:47:00 -
[41]
Originally by: anheuser
The alternate would be to introduce an equivalent to the tracking computer for missile range boost, or just modify the TC to have a missile range script to do the same thing. Scripted with a 30% range increase would be nice.
I think this idea is absolutely brilliant because not only does it rectify several critical issues with citadels, but also could fix some of the shortfalls of rockets (no pun intended) as well as other missile systems. Completely awesome suggestion.
/signed!
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Arakidias
The Legion of Spoon Curatores Veritatis Alliance
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Posted - 2009.10.11 12:08:00 -
[42]
Is it just me or did the Phoenix get a major damage boost here for close range?
From base dps (I don't remember all the possible bonuses from the top of my head) of 112 to 181. That's a pretty major damage increase in my books.
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Crazy Broker
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Posted - 2009.10.11 12:33:00 -
[43]
Edited by: Crazy Broker on 11/10/2009 12:36:17
Originally by: CCP Abathur Turrets 6 x 2500mm Repeating Artillery I Optimal Range: 8 / 45 Falloff: 32 / 15 Damage Mod: 5.39 / 6.2 Tracking: 0.0216 / 0.0108
We don't need OR 45. 15 is enough. Give our falloff back! (Even increase it =)) One more skill to matarr (cruise), it's so sad. But the boost of close XL weapon - it realy good =)
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Kreonny
Minmatar R.U.S.H Red Alliance
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Posted - 2009.10.11 12:37:00 -
[44]
Edited by: Crazy Broker on 11/10/2009 12:36:17
Originally by: CCP Abathur Turrets 6 x 2500mm Repeating Artillery I Optimal Range: 8 / 45 Falloff: 32 / 15 Damage Mod: 5.39 / 6.2 Tracking: 0.0216 / 0.0108
We don't need OR 45. 15 is enough. Give our falloff back! (Even increase it =)) One more skill to matarr (cruise), it's so sad. But the boost of close XL weapon - it realy good =)
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Eheufaucan
VIRTUAL LIFE VANGUARD Initiative Mercenaries
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Posted - 2009.10.11 12:49:00 -
[45]
Edited by: Eheufaucan on 11/10/2009 12:50:51
Originally by: Norris Packard Missiles people are complaining about the same issues that every turret boat has, you could always fit the long range ones if you are worried about being able to always hit.
But Missile users now have to choose whether they fit long range/low dps or short range/high dps launchers - and I guess most will fit the long range ones to make sure they can always hit the target. Turret users still can fit the short range guns and switch to long range ammo at any time during the fight. Just look at the numbers:
78+ 6 km Amarr 90+12 km Gallente 90+18 km Minmatar
These are short range guns with long range ammo. Of course they do less damage but still Gallente and Minmatar can hit targets over 100km away - I repeat - with SHORT RANGE GUNS!
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Walker Bulldog
Minmatar VIRTUAL LIFE VANGUARD
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Posted - 2009.10.11 13:10:00 -
[46]
Originally by: Eheufaucan Edited by: Eheufaucan on 11/10/2009 12:50:51
Originally by: Norris Packard Missiles people are complaining about the same issues that every turret boat has, you could always fit the long range ones if you are worried about being able to always hit.
But Missile users now have to choose whether they fit long range/low dps or short range/high dps launchers - and I guess most will fit the long range ones to make sure they can always hit the target. Turret users still can fit the short range guns and switch to long range ammo at any time during the fight. Just look at the numbers:
78+ 6 km Amarr 90+12 km Gallente 90+18 km Minmatar
These are short range guns with long range ammo. Of course they do less damage but still Gallente and Minmatar can hit targets over 100km away - I repeat - with SHORT RANGE GUNS!
Does it matter really? A dread fleet fit for sniping will drop in at 200km and pound the short range users into debris with complete impunity - with one sensor booster, I can't even lock past 185km. Yes, turret users have a certain advantage in 60-100km engagement range, but how often might we be able to utilize it?
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Mya ElleTerego
The Hull Miners Union Gentlemen's Club
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Posted - 2009.10.11 13:22:00 -
[47]
Please dont listen to the whiners, station humping moros is about as weaksauce as you can get at pvp. Please nerf non sieged moros drone dps to hell. Thanks. If they hit siege green they should get it back imo, but not until then. Alliance Recruit thread Alliance Homepage/Killboard |

Adam Ridgway
Minmatar
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Posted - 2009.10.11 15:13:00 -
[48]
In an ideal fleet all phoenix pilots would be used to counterdrop enemy snipers tbh,s pecially with the buff to close range damage they could wreck havoc on the other caps/supercaps. But that requeires to have a part of the fleet on standby off course.
I like the more flexible option of long/short range torpedos: - you don't need to refit. - you don't need additional skills. - you have a nice difference with the other wapons systems (more flavour, etc.).
Also the suggestion of a module to increase missiles velocity it's very nice, so signed.
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Mc Leech
The xDEATHx Squadron Legion of xXDEATHXx
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Posted - 2009.10.11 15:34:00 -
[49]
Originally by: CCP Abathur 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.
Good idea but bad implementation, just think about what this change will do to erebus vs other titans...
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Ellatan Deruimte
Rage and Terror Against ALL Authorities
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Posted - 2009.10.11 15:39:00 -
[50]
Originally by: Mya ElleTerego Edited by: Mya ElleTerego on 11/10/2009 13:27:00 Please dont listen to the whiners, station humping moros is about as weaksauce as you can get at pvp. Please nerf non sieged moros drone dps to hell. Thanks. If they hit siege green they should get it back imo, but not until then. Also will a phoenix even be able to hit a large control tower with torps with that terribad range?
This tbh, if you can implement it. That will address the issue with station huggers and let Moros retain comparable dps with other dreads in siege. That's what people in null sec care about mostly, while we can understand the reasoning of lowsec\npc 0.0 guys. Also calling for drone control range bonus, otherwise compensating drone damage decrease with rail damage increase doesn't make any sense whatsoever. Higher drone damage and optimal in siege please.
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Eheufaucan
VIRTUAL LIFE VANGUARD Initiative Mercenaries
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Posted - 2009.10.11 16:37:00 -
[51]
Originally by: Mya ElleTerego Also will a phoenix even be able to hit a large control tower with torps with that terribad range?
Yes, they will hit the tower. The shield radius of a large control tower is 30km. The base range of the new citadel torps are 26,25 km - but with the Missile Bombardement and Missile Projection skill at 5 you can hit at 59km.
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Christos Hendez
Warhamsters Against ALL Authorities
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Posted - 2009.10.11 18:25:00 -
[52]
Suggestion:
Change current Citadel Torpedoes skill to Citadel Missiles.
Since there is no T2 capital missile launcher (much like no t2 XL turrets) this should be the only pre-req skill for Torpedoes AND Cruise launchers.
If you insist on making Citadel Torpedos (skill) and Citadel Cruise Missiles (skill) then i request that you also make Capital Pulse, Capital Beam (ETC)
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Tahkayun
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Posted - 2009.10.11 18:48:00 -
[53]
Edited by: Tahkayun on 11/10/2009 18:52:27
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Cheekything
Gallente Fallen Angel's Blade.
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Posted - 2009.10.11 18:48:00 -
[54]
Originally by: Christos Hendez Suggestion:
Change current Citadel Torpedoes skill to Citadel Missiles.
Since there is no T2 capital missile launcher (much like no t2 XL turrets) this should be the only pre-req skill for Torpedoes AND Cruise launchers.
If you insist on making Citadel Torpedos (skill) and Citadel Cruise Missiles (skill) then i request that you also make Capital Pulse, Capital Beam (ETC)
That or give us tech 2 capital stuff its about times 
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Christos Hendez
Warhamsters Against ALL Authorities
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Posted - 2009.10.11 18:56:00 -
[55]
Originally by: Cheekything
Originally by: Christos Hendez Suggestion:
Change current Citadel Torpedoes skill to Citadel Missiles.
Since there is no T2 capital missile launcher (much like no t2 XL turrets) this should be the only pre-req skill for Torpedoes AND Cruise launchers.
If you insist on making Citadel Torpedos (skill) and Citadel Cruise Missiles (skill) then i request that you also make Capital Pulse, Capital Beam (ETC)
That or give us tech 2 capital stuff its about times 
Not a horrible idea idea.
Change Citadel Torpedoes skill as it is now to Citadel Missiles, and add Citadel Torpedo Spec and Citadel Cruise Spec (obviously do the same to all the other weapon systems)
Make the pre-req Lvl 4 Citadel Missiles. But make it so people who trained Citadel Torps (now Citadel Missiles) to Lvl 5 havent waster their time (MEEEE)
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Elaron
Jericho Fraction The Star Fraction
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Posted - 2009.10.11 20:53:00 -
[56]
Originally by: Eheufaucan First: the training time.
On the very rare occasions that CCP has said anything about what factors are considered when balancing, training time has never been one of them.
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Ulstan
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Posted - 2009.10.11 21:42:00 -
[57]
Edited by: Ulstan on 11/10/2009 21:44:56
Originally by: Areo Hotah What will be the pre-reqs for Citadel Cruise? If cruise V, another nerf for the Nag: I now have to train a 3rd capital weapon, where as the Rev and Moros do with one (if you mention drones: I have to train them for the Nag as well, and I can use them on many sub-capital ships.)
Giving you another weapon option is not a nerf. You don't have to train for it if you don't want to.
And it's not even a 3rd system - it uses all the same support skills torps do.
Dread need something, but I am not sure if this is it.
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Makalu Zarya
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Posted - 2009.10.11 22:56:00 -
[58]
as mentioned before reducing the drone bonus on the moros to 20% is a slap to the face for most gal. pilots. You are basically making a bigger domi out of it and that's not what it's supposed to be. Please leave Moros the way it is - if it ain't broken don't fix it and Moros sure as hell wasn't broken.
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AL G0RE
Intergalactic Hunters of ManBearPig
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Posted - 2009.10.12 02:26:00 -
[59]
Originally by: Eheufaucan
Gallente:
56,3 + 12,5 km Standard 28,1 + 12,5 km Short 90,0 + 12,5 km Long (75,0 + 30,0 km with T2 Warden Sentry)
the only way you will be able to fully use that drone range if by filling your high-slots with drone link augs... other wise you are capped out at something like 50km due to the control range
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William Caldon
Caldari Golden Cross Enterprises
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Posted - 2009.10.12 03:07:00 -
[60]
Originally by: VENOM2k99 It's nice trying to make Phoenixes more realible\pratical to shoot POS and module. But having 2 diferent modules make no sense at all.
While other dreads will only need to switch ammo, the phoenixes will have to refit???
Why dont a new Citadel missile launcher is introduce and two type of missiles? Long and short. That will make more sense.
I hope this will change :)
thank you
Uhh, yeah, because all dreads fit sniper-fits all the time. Especially after this change.  
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HeliosGal
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Posted - 2009.10.12 04:18:00 -
[61]
perhaps the moros can get an armoru repping bonus or something along those lines but the moros is getting a bonus to its railgun damage this brings it in line with the short range dps boost.
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Ex Mudder
Oberon Incorporated Morsus Mihi
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Posted - 2009.10.12 05:57:00 -
[62]
Edited by: Ex Mudder on 12/10/2009 05:57:15 Will any of these changes effect Citadel POS Mods or Large Guns? Or is it just making it easier for Dreads to kill POSs, and potentially each other?
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HeliosGal
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Posted - 2009.10.12 06:05:00 -
[63]
from what i can gather from chatting to peeps in fd local is that it seems to be easier to kill other dreads but more importantly up close and personal on poses. Which means more intense combat unless u go snipe range do u then warp in a smaller group to engage the enemy close ? fighter bombers are a factor as well. Titans will need more mothership support if brought onto the field.
HICs face more pressure or at least needing to fit target disruptors as well
Id like to see some new snipe weapons introduced as well perhaps they could start with tech 2 dreads / factional dreads
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Theron Gyrow
Gradient Electus Matari
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Posted - 2009.10.12 09:29:00 -
[64]
Some back-of-the-envelope calculations:
Current Phoenix DPS with kinetic torps, 3*dam mod: 4039 Future Phoenix DPS with kinetic torps, 3*dam mod: 6528 Future Phoenix max range with torps: 59km (~55km in reality)
Current Naglfar DPS with ACs w/EMP, torps, 3*gyro: 5205 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
Current Moros DPS with blasters w/AM, 3*dam mod: 5104 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.
Compared to Naglfar, Phoenix does a bit less damage with better range, very similar tanks, seems balanced.
Compared to Revelation, Moros does about 1400 DPS more with similar range, pretty similar tanks. Uh, what?
Compared to Moros, Phoenix does 400 DPS more at double the range (counting the drones), and has a better sustained tank (much better burst tank). Naglfar does 750 DPS more with similar range and better tank.
Compared to Revelation, Phoenix does _1900_ DPS more at double the range and has a better sustained tank (much better burst tank). The EHPs are about the same, though. Naglfar does *2200* DPS more at similar range and better tank.
... are you sure that this is balanced?
FFS, CCP, you could take the five bloody minutes to run the suggested numbers through _some_ sanity check before wasting our time with them. *sigh*
I really, really hope that I'm overlooking something here.  -- Gradient forum |

Gypsio III
Dirty Filthy Perverts
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Posted - 2009.10.12 09:49:00 -
[65]
How do they compare when fit for sniping? My understanding was that the Revelation was the "best" long-range dread, does that still hold true?
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justin666
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Posted - 2009.10.12 10:05:00 -
[66]
yea i belive so.............to the guy above
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GHO57
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Posted - 2009.10.12 10:55:00 -
[67]
Edited by: GHO57 on 12/10/2009 10:58:16 Edited by: GHO57 on 12/10/2009 10:55:40
Originally by: Theron Gyrow I really, really hope that I'm overlooking something here. 
You are overlooking something pretty obvious. 28-31kms is still worthless in capital fight, it cannot even shoot towers. Sticking to long range guns in their current state on TQ: Rev does 4.5k DPS (w drones 4754) Moros does 3.6k DPS (w drones 4551) Phoenix does 4.44k DPS (w drones 4.7k) Naglfar does 3.8k DPS (w drones 4089) Drones are bouncers ofc.
So how is the moros broken? What you need to rethink is xl pulses, not nerf dreads.Moros has been like this for ages and noone complained, now few low-sec piwate wannabes complained about getting ganked on a station and came to cry on the forums. Think how this will affect 0.0 warfare and the thousands of people that fly moros. And how's this going to affect future moros pilots, making their dread a second hand rev copy. My main is already maxed gallente pilot(hacs, commands, caps), but current state of amarr ships made me train for amarr hacs, comamnds and battleships(deimos, ishtar, eos, been totally useless and megathron performing worse than geddon/apoc on every level), obviously I'll have to train amarr caps too.
Why don't you, instead of nerfing capitals, try to balance current state of heavy assaults and battleships, which is broken by general agreement? It's already Amarr Online, can I have some comparable ships for the other races please? You might not remeber, but there 3 others.
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Wideen
Total Mayhem. Cry Havoc.
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Posted - 2009.10.12 11:24:00 -
[68]
I like these changes in general.
As for the phoenix pilots; it's a buff.
Cruise now replaces torps as they were as they have the same stats, only difference is torps got buffed so you'll have more dmg than you currently can dish out, but at the expense of range as all other dreads suffer from.
Very nice.
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Deva Blackfire
Viziam
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Posted - 2009.10.12 11:59:00 -
[69]
Originally by: Gypsio III How do they compare when fit for sniping? My understanding was that the Revelation was the "best" long-range dread, does that still hold true?
WTB: scorch XL ;p
True, rev looks quite poor now in comparison
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Theron Gyrow
Gradient Electus Matari
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Posted - 2009.10.12 12:09:00 -
[70]
Originally by: Gypsio III How do they compare when fit for sniping? My understanding was that the Revelation was the "best" long-range dread, does that still hold true?
Long-range stats if the changes go through as per the original post:
Phoenix with kinetic capital cruises, 3*dam mod: 4039 DPS out to 191km (~185km in reality)
Naglfar with 3*gyro, capital cruises: 4645 DPS at 50+88km with EMP 3497 DPS at 100+88km with DU 2635 DPS at 160+88km with new carb lead. 1201 DPS comes from the missiles, so 3444/2296/1434 from guns.
Revelation with 3*dam mod: 4083 DPS at 50+40km with multifreq 2722 DPS at 100+40km with standard 1701 DPS at 160+40km with radio.
Moros with 3*dam mod: 3782 DPS at 60+60km with AM 2522 DPS at 120+60km with lead 1576 DPS at 192+60km with iron.
If in range, 5*Bouncer IIs add 262 DPS for Phoenix/Revelation/Naglfar, 525 DPS for future Moros.
Originally by: GHO57
You are overlooking something pretty obvious. 28-31kms is still worthless in capital fight, it cannot even shoot towers.Š
30km large tower shield rad, so it's just possible, and it's certainly possible with other ammo than the shortest range one. However, even if that was true, wouldn't that just exacerbate the problem, since 55km is >> 30km? -- Gradient forum |

FT Cold
The Scope
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Posted - 2009.10.12 13:25:00 -
[71]
Congrats CCP, way to nerf the Amarr buff everyone else... yet again... (except for the nano nerf, I'm sorry minmatar).
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Deva Blackfire
Viziam
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Posted - 2009.10.12 13:34:00 -
[72]
Edited by: Deva Blackfire on 12/10/2009 13:34:17 When we are at it. Can you remove cap use from XL pulses/beams and rails/blasters? I guess as "cap use is not a bonus" it wouldnt be a big problem. Considering Rev does worst close range DPS and isnt the best one at range either.
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Kreonny
Minmatar R.U.S.H Red Alliance
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Posted - 2009.10.12 13:51:00 -
[73]
Next step - it's to make possible remote-reps in siege and triage.
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Lialem
|
Posted - 2009.10.12 14:05:00 -
[74]
Quote: 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.
Moros was just fine, drones were just hitting like 2 dominix, just as they supposed to be because moros is a dreadnaught and dominix is a battleship. Now a dreadnaughts drones hit like the dominix. First was the naglfar, it was only dread that had 4 weapons, now you ruined it and made it like the rest, here comes the moros also now. Every race has its weapons and gallente have their drones and they suppose to get bonus to them and an appropriate bonus of the ship class. A complete fail on my vocabulary, CCP you crossed the line, you are now on the side of blizzlike companies who do everything to please even a single request on forums, cause they want more and more people. Pretty sad tbh how money corrupt. Go ahead and ruin your own game, looks like dominion wont be full of goodies but instead full of stupid "balance" changes. Just delete the races and make only one, will eb much easier for you, no balance issues and more players and money for you.
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Deva Blackfire
Viziam
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Posted - 2009.10.12 14:06:00 -
[75]
And now seriously:
- bump moros and rev close range damage a bit (at least to lower 6000's with 3 damage mods) - give all dreads ~150km drone control range
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Draahk Chimera
Priory Of The Lemon Atlas Alliance
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Posted - 2009.10.12 14:27:00 -
[76]
When you compare citadel missiles with other weapons (phoenix with other dreads) you forget a/flight time and b/singature radius. Sure, maybe a phoenix can do more dps on paper with torps but dont forget that as much as 90% of the damage can be midigated by sig radius even on a stationary target (a good example from only this weekend turret dreads was hitting L Pulse Laser Modules for full damage. phoenix hit for 1/4 damage or less). Also, perhaps a (future) phoenix with citadel cruise can hit for full damage to 191km, but the damage will arrive about the time everyone else has gone home and logged. Or do you think the term loldread was invented out of nothing, that some alliances actively encurage phoenix pilots to train something else for nothing?
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Tiger's Spirit
Caldari
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Posted - 2009.10.12 15:14:00 -
[77]
Edited by: Tiger''s Spirit on 12/10/2009 15:14:48 Maximum range of capital torps is 26500m ? :D It's a joke ?
All dread short range weapon can shot to 60km after change, but capital torps is 26500m ? Moros drones to 20% damage nerf ? Why ? Station huggin ? When a thanatos goes to station huggin, will be change the fighters ? The problems is the redock time . Oh my....... another unlogic changes from new CCP guys. Guys please use grey matter and change the main problem not the caused things.
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Deva Blackfire
Viziam
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Posted - 2009.10.12 15:31:00 -
[78]
Edited by: Deva Blackfire on 12/10/2009 15:31:13
Originally by: Tiger's Spirit Edited by: Tiger''s Spirit on 12/10/2009 15:23:47 Range of capital torps is 26500m ? :D It's a joke ?
All dread short range weapon can shot to 60km after change without skills, but capital torps is 26500m ? Moros drones to 20% damage nerf ? Why ? Station huggin ? When a thanatos goes to station huggin, will be change the fighters ? The problems is the redock time . Oh my....... another unlogic changes from new CCP guys. Guys please use grey matter and change the main problem not the caused things.
Before you start whining use your brain a little (and read up the thread). Range is around 55km (effective, theoretical around 60). Skills give you x1,5x1,5 range
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GHO57
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Posted - 2009.10.12 15:39:00 -
[79]
Edited by: GHO57 on 12/10/2009 15:42:39 Edited by: GHO57 on 12/10/2009 15:41:38
Originally by: Theron Gyrow
If in range, 5*Bouncer IIs add 262 DPS for Phoenix/Revelation/Naglfar, 525 DPS for future Moros.
Bouncer have 60km control range and around 50 optimal(with maxed EWDI!) and are usless most of the time. So the moros will have to fight within 57kms to be equal to the other dreads in DPS. Great change.
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Gordon Red
SteelVipers Ev0ke
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Posted - 2009.10.12 16:15:00 -
[80]
Originally by: CCP Abathur Turrets 6 x 2500mm Repeating Artillery I Optimal Range: 8 / 45 Falloff: 32 / 15 Damage Mod: 5.39 / 6.2 Tracking: 0.0216 / 0.0108
A high optimal and less falloff is not in line with the minmatar autocannons (short range) anymore!
And now, I need only Scorch XL for my Revelation. (+Large Energy Locus Coordinatior II) :D
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Ulstan
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Posted - 2009.10.12 16:37:00 -
[81]
Originally by: FT Cold Congrats CCP, way to nerf the Amarr buff everyone else... yet again... (except for the nano nerf, I'm sorry minmatar).
Revelation has had its time in the sun. If the Phoenix gets to be 'no longer the worst dread ever' for a while I don't really see a huge issue.
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Tiger's Spirit
Caldari
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Posted - 2009.10.12 16:57:00 -
[82]
Range of capital torps is 26500m ? :D It's a joke ?
All dread short range weapon can shot to 60km after change without skills, but capital torps is 26500m ? Moros drones to 20% damage nerf ? Why ? Station huggin ? When a thanatos goes to station huggin, will be change the fighters ? The problems is the redock time . Oh my....... another unlogic changes from new CCP guys. Guys please use grey matter and change the main problem not the caused things.
Before you start whining use your brain a little (and read up the thread). Range is around 55km (effective, theoretical around 60). Skills give you x1,5x1,5 range
Before you start whining try to read dear whine man.
"without skills" Capise ? WITHOUT SKILL!!! Brain man.
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Deva Blackfire
Viziam
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Posted - 2009.10.12 17:05:00 -
[83]
Originally by: Ulstan
Originally by: FT Cold Congrats CCP, way to nerf the Amarr buff everyone else... yet again... (except for the nano nerf, I'm sorry minmatar).
Revelation has had its time in the sun. If the Phoenix gets to be 'no longer the worst dread ever' for a while I don't really see a huge issue.
I think you dont "get" the issue. As it happens naglfar with long range guns (and missiles) deals same DPS as revelation with short range guns (both using short range ammo).
Its not about who gets to be "uber" for a year till next boost/nerf cycle but about getting them all quite balanced. Which looking at above is quite off.
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CCP Abathur

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Posted - 2009.10.12 17:55:00 -
[84]
Originally by: kwix I think there's little doubt here that this nerf is entirely about the station hugging and low-sec usage of the Moros
No, it's more about the fact that a max skilled Moros pilot with 5x Ogre II's did 1109 DPS, which is more than a max skilled Carrier pilot with 10x fighters deployed.
Originally by: Fuujin Reminder to CCP: Please include faction citadel cruises on release of Dominion, and not forget about the missile users (again) for a year. Thanks!
Yep, doing that.
Originally by: Fuujin Some fleshed out stats of the citadel cruises would be nice...are they affected by guided missile precision?
If it affects the torpedoes, it will affect the cruises.
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.
Originally by: Fuujin What will the fitting requirements be?
For the launcher, close enough to the torp launcher that it won't really be an issue.
A few comments:
For the turrets, the stats in the OP are essentially based around making sure that the short range turrets can effectively hit a large POS within their optimal range. If some of you feel that is 'too much' then feel free to explain why and what you'd rather see.
The tracking has been nerfed because it was honestly just too good and we also didn't want to see Titans blasting apart HACs with ease. As for the missiles, we have to be careful balancing them as well so that they don't do the same.
None of this is being done in an attempt to nerf or boost any one ship. Trying to guess about why this is being done is not helpful. These weapons need to be fixed. I don't think anyone wants them to remain they way they are currently on TQ and with a little tweaking we can provide capital pilots a bit more of a dynamic in how they can use their ships. If you really want to affect change, get onto SiSi and test them out. Provide constructive feedback on how you would like to see these weapons used.
Should the 'short rage' weapons ignore starbase shooting and have shorter optimals and more falloff for capital engagements? How much damage would you like to see these weapons doing? Should we look at the long range turrets as well? These are just some of the questions you can base your feedback on. We put these changes out early in order to hear from you. Those of you who have already responded with numbers & solid comments, thank you. 
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Zarazaa
Scarlet Blood
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Posted - 2009.10.12 17:56:00 -
[85]
Is this a ****ing joke!? Pulling numbers out of ones ass it's not what EVE is about Abathur.. this is beyond ridiculous, is insulting.. Is the 'pirate ship reballance' all over again, let's pull some numbers out of our asses and see if it works or not, ofcourse it has nothing to do with scaling, racial specifics or even racial falvor.. but who cares!
Abathur, there are problems with Turrets and Missile Launchers at almost every lvl, from Rockets to large Blasters and ofc Capital sized ones.. and seeing your unique way of dealing with them makes me wonder if anyone actualy has a clue about wtf he's doing over there..
You have two excellent balancing tools, Scaling and the Bonus Sistem, all you need is a decent base concept but instead you do this ****.. If you wanna do it right, rethink the Small Turrets and Missile Launchers, inplement different Scaling values for each race or even weapon sistem where is needed, more so implement different Scaling values for specific Weapon attributs as Optimal Range or Falloff for example, and come up with a decent end product that will work for all races with the current Bonus Sistem, or an overhauled bonus sistem... and we won't see 259% per lvl bonus to lameness again.
I could write 10 more pages, but it's pointless anyway..
ps. If you're Seleene you're simply clueless mate, stop ****ing up the game.
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Deva Blackfire
Viziam
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Posted - 2009.10.12 18:06:00 -
[86]
Originally by: CCP Abathur
Should the 'short rage' weapons ignore starbase shooting and have shorter optimals and more falloff for capital engagements? How much damage would you like to see these weapons doing? Should we look at the long range turrets as well? These are just some of the questions you can base your feedback on. We put these changes out early in order to hear from you. Those of you who have already responded with numbers & solid comments, thank you. 
Imo damage boost is quite good (except for revelation as stated earlier). 2 close range dreads can deal as much damage as 3 long range so it actually gives you OPTION of doing close-range gangs for hotdrops (or counter drops or whatever).
Long range turrets seem quite balanced now (moros deals a bit less than rev but he can load one tier higher ammo to cover the difference due to range advantage vs rev). Phoenix and Naglfar do a bit more dipisi that others but some of it comes from missiles = delay. So its also quite balanced. One change you could make is boost cruises velocity a little more. 6 base, 9km/s after skills. Ends up with 20sec delay not 30. Ofc drop flight time accordingly.
What else. Like i posted before: up drone control range on dreads to 150km or so (unless you really dont want dreads to "snipe" with sentries).
And close range guns. More-less balanced. Lazors need higher optimal imo (atm they have crappiest range. 3km optimal advantage is worth less than 15+km faloff advantage ACs get). But total ranges seem ok (30ish on closest, 80ish on longest).
And the damage issue with revelation. Not only it has worst range now but it uses LOTS of cap to fire. It should enter 6000's damage range with close range guns. So should moros.
This way you go for long range and end up with ~4k DPS or close range for about 6k DPS. Rest is minor tweaks i guess.
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LoveKebab
Caldari D00M. Triumvirate.
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Posted - 2009.10.12 18:46:00 -
[87]
Edited by: LoveKebab on 12/10/2009 18:50:00
Originally by: Deva Blackfire And now seriously:
- bump moros and rev close range damage a bit (at least to lower 6000's with 3 damage mods)
there was that 1 dread who was getting ahead of the others every couple minutes cuz it doesn't need to reload its guns but i forgot it's name... it begins with "R"
every couple minutes while other dreads need to reload, revs keep shooting which gets their dmg closer if not ahead of the rest
not to mention that most of the killmails got band of revelations always on top outdamaging other dreads by A LOT xVid4PSP MKV Encoding Tutorial |

GHO57
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Posted - 2009.10.12 19:08:00 -
[88]
Originally by: CCP Abathur
Originally by: kwix I think there's little doubt here that this nerf is entirely about the station hugging and low-sec usage of the Moros
No, it's more about the fact that a max skilled Moros pilot with 5x Ogre II's did 1109 DPS, which is more than a max skilled Carrier pilot with 10x fighters deployed.
And why is this a problem, as a maxed out carrier with 10 fighters deals a lot less DPS than a 50 mil battleship? Carriers in their current stae are nothing more than logistics capital ships. And a maxed out thanatos still does a lot more DPS than moros. Carriers can fit DCUs and so on, sorry but this reasoning seems a little odd to me. It's the dread's personality, nerfing will just make it the gallente variant of the Rev. We all want balansed ships with their strong and weak sides, but we don't want everyone to fly the same ships.
Yeah, you probably want to make people support their dread fleets with subcaps. Sadly, this has never been a issue, there have been thousands of cap battles, I personally fought dread in RRBSes quite a few times and moros drones were never such a big problem. testing on Sisi a single moros is hardly comparable to the ways it's used on TQ.
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Kreonny
Minmatar R.U.S.H Red Alliance
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Posted - 2009.10.12 20:17:00 -
[89]
I understand what you want to do, but 45 km optimal - it's not the minmatar style. It may be good decisions, and all other minmatars will be happyà But true minmatars know û auto canon with such optimal û itÆs fantastic, itÆs just can ænot be. If your goal û give auto cannons more damage than artillery on short range û make XL auto cannons + 10% dmg mode , 12 km optimal and 60 km falloff. It will be like auto canon, not like Gatling XL artillery. And still can make more damage in 0-45km range than artillery.
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Walker Bulldog
Minmatar VIRTUAL LIFE VANGUARD
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Posted - 2009.10.12 20:23:00 -
[90]
Originally by: Kreonny I understand what you want to do, but 45 km optimal - it's not the minmatar style. It may be good decisions, and all other minmatars will be happyà But true minmatars know û auto canon with such optimal û itÆs fantastic, itÆs just can ænot be. If your goal û give auto cannons more damage than artillery on short range û make XL auto cannons + 10% dmg mode , 12 km optimal and 60 km falloff. It will be like auto canon, not like Gatling XL artillery. And still can make more damage in 0-45km range than artillery.
Their intention is to make short range guns preferred at typical large tower busting ranges, and if they do it your way, and give autocannons enough damage to have parity with other guns that deep into falloff, they'll absolutely DESTROY at optimal. Conversely, if they give autocannons similar damage to blasters/pulses at optimal, but make the optimal that short, they'll be gimped and no one will use them, which goes completely against the idea of the change.
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Fuujin
GoonFleet
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Posted - 2009.10.12 20:44:00 -
[91]
Edited by: Fuujin on 12/10/2009 20:44:48
Originally by: CCP Abathur
Originally by: Fuujin Some fleshed out stats of the citadel cruises would be nice...are they affected by guided missile precision?
If it affects the torpedoes, it will affect the cruises.
Woo, got a lot answered. But let me rephrase this one: Citadel Torps being "unguided" don't get the bonus from "guided missile precision" that gives a '5% decreased factor of signature radius for light, heavy and cruise missile explosions per level of skill.' Will Citadel Cruises be considered 'guided' and get this bonus?
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GB Immensea
Garoun Investment Bank
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Posted - 2009.10.12 21:41:00 -
[92]
Originally by: Zarazaa Is this a ****ing joke!? Pulling numbers out of ones ass it's not what EVE is about Abathur.. this is beyond ridiculous, is insulting.. Is the 'pirate ship reballance' all over again, let's pull some numbers out of our asses and see if it works or not, ofcourse it has nothing to do with scaling, racial specifics or even racial falvor.. but who cares!
Abathur, there are problems with Turrets and Missile Launchers at almost every lvl, from Rockets to large Blasters and ofc Capital sized ones.. and seeing your unique way of dealing with them makes me wonder if anyone actualy has a clue about wtf he's doing over there..
You have two excellent balancing tools, Scaling and the Bonus Sistem, all you need is a decent base concept but instead you do this ****.. If you wanna do it right, rethink the Small Turrets and Missile Launchers, inplement different Scaling values for each race or even weapon sistem where is needed, more so implement different Scaling values for specific Weapon attributs as Optimal Range or Falloff for example, and come up with a decent end product that will work for all races with the current Bonus Sistem, or an overhauled bonus sistem... and we won't see 259% per lvl bonus to lameness again.
I could write 10 more pages, but it's pointless anyway..
ps. If you're Seleene you're simply clueless mate, stop ****ing up the game.
Stop crying and go back to your trading already! 
CCP is doing it's best and even taking the time to discuss this with players and asking your opinions.
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Maaxeru
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Posted - 2009.10.12 22:17:00 -
[93]
Are you going to be upgrading the damage of existing faction Citadel Torps proportionately (Dread Guristas Rift for example)?
Agreeing with those that have posted calling for a Citadel Launcher that can accomodate both torps and cruisies (yes - make Cruse V, Torp V and the Citadel varient skills of each a prerequisite for the module).
OR simply make a T2 Citadel Torp which essentially are what you are labeling Citadel Cruise missiles.
Even if you had to reduce the proposed damage of the Citadel Cruise beyond what you have already suggested, you haven't fully compensated for the lower snipe-range of the missiles versus other capital weapon ranges (worse sniper) and haven't addressed the flight time issues. Reduce the damage down to, say, 1500, but enable them to snipe to ranges of other capital weapon systems and actually hit in reasonable times (increased velocity) and then you're talking!
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Cheekything
Gallente Fallen Angel's Blade.
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Posted - 2009.10.13 00:47:00 -
[94]
Originally by: CCP Abathur
Originally by: kwix I think there's little doubt here that this nerf is entirely about the station hugging and low-sec usage of the Moros
No, it's more about the fact that a max skilled Moros pilot with 5x Ogre II's did 1109 DPS, which is more than a max skilled Carrier pilot with 10x fighters deployed.
Yes this might be true but a Moros's drone cannot follow you into warp nor can it use RR effectively.
So maybe buff the carriers fighters if they are so puny..... because frankly they are next to useless.
But seriously leave the Moros be or give it similar stats to a Mega or Hyperion < would like to see.
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Jason Edwards
Internet Tough Guy
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Posted - 2009.10.13 02:12:00 -
[95]
Originally by: CCP Abathur
Originally by: kwix I think there's little doubt here that this nerf is entirely about the station hugging and low-sec usage of the Moros
No, it's more about the fact that a max skilled Moros pilot with 5x Ogre II's did 1109 DPS, which is more than a max skilled Carrier pilot with 10x fighters deployed.
Buff fighters? Everyone knows they are uberweaksauce ever since the tracking nerf. I practically never use them outside of sisi. Only used on sisi because they are 100isk each.
Quote: None of this is being done in an attempt to nerf or boost any one ship. Trying to guess about why this is being done is not helpful.
There has to be a reason for the nerf. We would simply like to know why. Afaik ccp doesnt throw a dart at a poster the size of a titan trying to figure out what to nerf.
Quote: These weapons need to be fixed. I don't think anyone wants them to remain they way they are currently on TQ and with a little tweaking we can provide capital pilots a bit more of a dynamic in how they can use their ships.
Oh indeed. Fitting blasters on the moros is pretty damn laughable. Now it isnt. Nerfing the drones however was terrible breaking the ship. IF the sole reason was because the moros did more dps then a carrier's fighters. Boost the fighters? Why does the nerf bat have to come along and smoke anything when there's a simple boost? Should I post links to loxyrider's vids of fighters back when they were worth something?
You also use the word dynamic. IOW being able to change. As it is now. You could be sieging a pos with rails. You could be sitting on a station killing newb pirates. You could be doing lvl 5 missions. With this nerf. You now pretty much are going to be sieging pos. You are eliminating their dynamic nature.
Quote: If you really want to affect change, get onto SiSi and test them out.
I fit myself a revelation... then in local the blueguys said to fit out moros xl guns. Which I did. Hey great. I then fit titans with short range. Etc etc. Now sisi is closed due to cancer.
Quote: Should the 'short rage' weapons ignore starbase shooting and have shorter optimals and more falloff for capital engagements? How much damage would you like to see these weapons doing? Should we look at the long range turrets as well? These are just some of the questions you can base your feedback on. We put these changes out early in order to hear from you. Those of you who have already responded with numbers & solid comments, thank you.
Oh I love the changes to xl guns. I love the pheonix split jobs. I fear the naglfar pilots who need to train large proj 5. torps 5, and cruise 5 now will be mighty angry. I still dont get nor like the moros drone nerfs. I am primarily a carrier pilot. MY drone skills rock. MY gunnery... doesnt even break 5mil sp. Truly sad. Moros was trained because the drones. It's floppy and crappy without drones.
Can ccp tell me to original bonuses on the moros? Pretty sure I'm missing something?
100% drone dmg per level. [/nerf] 70% thermal drone dmg per level. [/nerf] 50% drone dmg per level.[/nerf] 20% drone dmg per level.
I'd love a nice nerf of the capital rails to restore 50% drone dmg. Make the moros a short range boat if you really must nerf it.
LEAVE MOROS ALONE! Leave Moros alone!àright now!à.I mean it.! ------------------------ To make a megathron from scratch, you must first invent the eve universe. ------------------------ Life sucks and then you get podded. |

Mynas Atoch
UK Corp Mostly Harmless
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Posted - 2009.10.13 03:00:00 -
[96]
Edited by: Mynas Atoch on 13/10/2009 03:02:18 The biggest issue I see is that a 16-18man dread fleet (ie 8-10 real players) will be able to reinforce a large POS and leave system in 12 minutes. Bringing the currently short range weapons into play is a good thing in gameplay terms, but the change in dynamic for dread fleets is going to wreak havoc on mining POS. While this is a good thing in preventing alliances control moons outside their territory, its going to be rough on the smaller groups and independents.
Effectively its power creep.
Simple solution. Take away with the other hand. Nerf both. Give us the improved range, but bring dps from short range weapons down to closer to 25% more than current long range weapons. To keep the differentiation between ranges, cut dps from existing long range, and the new citadel cruise down to nearer 75% of existing dps, but extend the range of the weapons out to nearer the 200km, and balance skills and senor range for a single T2 sensor booster reaching this limit. Locus rigged (or equivelant) ships should need to add a second sensor booster to reach the extended range.
While we are at it, this power creep yet further highlights the imbalance in current POS weaponry. To compensate, cut fitting requirments for POS neuts and large guns to give pos more firepower while unattended and be truly deadly again with a full team of gunners.
The Moros drone nerf is totally justified, especially out of siege, however sentry recovery in a fleet is a pain and is a specific handicap to moros pilots - consider increasing the speed of recalled sentries to partially compensate.
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Hun Jakuza
24th Imperial Guard
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Posted - 2009.10.13 05:30:00 -
[97]
Edited by: Hun Jakuza on 13/10/2009 05:31:04
Originally by: Jason Edwards
Originally by: CCP Abathur
Originally by: kwix I think there's little doubt here that this nerf is entirely about the station hugging and low-sec usage of the Moros
No, it's more about the fact that a max skilled Moros pilot with 5x Ogre II's did 1109 DPS, which is more than a max skilled Carrier pilot with 10x fighters deployed.
Buff fighters? Everyone knows they are uberweaksauce ever since the tracking nerf. I practically never use them outside of sisi. Only used on sisi because they are 100isk each.
1109dps with 5 ogre 2s. 1250dps with 10 fighters from thanatos. 1000dps for other carriers.
Buff fighters? Just toss 50% more dps to fighters. Issue fixed.
Quote: None of this is being done in an attempt to nerf or boost any one ship. Trying to guess about why this is being done is not helpful.
There has to be a reason for the nerf. We would simply like to know why. Afaik ccp doesnt throw a dart at a poster the size of a titan trying to figure out what to nerf.
Agreed and an other things. Carriers can using DCU. +2 DCU on thanatos 1500DPS with 12 fighters. +5DCU on thanatos 1875DPS with 15 fighters.
But i dont understand what is the context between fighters and the moros damage. Nothing!
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Kreonny
Minmatar R.U.S.H Red Alliance
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Posted - 2009.10.13 06:29:00 -
[98]
Originally by: Walker Bulldog Their intention is to make short range guns preferred at typical large tower busting ranges, and if they do it your way, and give auto cannons enough damage to have parity with other guns that deep into falloff, they'll absolutely DESTROY at optimal. Conversely, if they give auto cannons similar damage to blasters/pulses at optimal, but make the optimal that short, they'll be gimped and no one will use them, which goes completely against the idea of the change.
We donÆt play the game, were all weapon systems need to be the same. 10% DPS donÆt make auto cannons overpower. In ôdeepö falloff? 60km falloff û 30-45 km POS attack range. All matar systems do the same. Why XL should have optimal more then falloff?
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Walker Bulldog
Minmatar VIRTUAL LIFE VANGUARD
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Posted - 2009.10.13 09:37:00 -
[99]
Originally by: Kreonny
We donÆt play the game, were all weapon systems need to be the same. 10% DPS donÆt make auto cannons overpower. In ôdeepö falloff? 60km falloff û 30-45 km POS attack range. All matar systems do the same. Why XL should have optimal more then falloff?
Optimal + Falloff = 37.6% DPS. With 7.5km optimal (sharpshooter 5 + EMP ammo) and 75km falloff (60km + trajectory analysis 5), a dread sitting at 40km will be almost halfway into falloff, and lose a good 30-40% of its base DPS. Therefore, either Naglfar becomes greatly inferior at typical combat distance, or greatly superior at point blank range if the base damage is adjusted to match other dreads at 40km. The latter gets nerfed the next patch, the former sends naglfar pilots cross-training into revelations.
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Blazde
4S Corporation Morsus Mihi
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Posted - 2009.10.13 10:05:00 -
[100]
First one small thing:
Originally by: CCP Abathur Old Value / New Value Citadel Torpedoes Flight Time: 20 seconds / 7.5 seconds
Current TQ Flight Time on these is 25 seconds. I make max range of torps with all skills and no mods or implants currently 155km, with these changes it'd be 59km and cruise would 191km.
Anyway my initial observation is that you're trying to fix what I'd say are purely ship issues by playing with the weapons stats. It's not the Elegant solution of Excellence (I was just watching fanfest vids ) because the weapons are already very finely balanced against each other over 7+ years. If you compare the Dual 1000mm Railgun aginst the 150mm Railgun (top tier small rail) you'll find the it has exactly twice the damage mod, exactly 3.375 times the duration and of course uses ammo that does exactly 8 times the damage of small ammo. If you compare the Quad 3500mm to the 280mm Howitzer Artillery I and the Dual Giga Beam to the Medium Beam Laser I you'll find exactly the same factors. Optimal and Falloff both rise by 8 times between Small and Xl, even fitting requirements (some rounding goes on but Large to XL is exact) and tracking have identical progressions. The same factors apply to the close range series of guns as to the long range ones, and within each size class other factors dictate the progression between tiers (although they differ between weapon types - Flavah). The Dual 1000mm Railgun is based on the tier3 line which also includes the 425mm Railgun and 250mm Railgun as wel as the 150mm.
There are anomolies that creep in sometimes, until Apocrypha the Quad 3500mm Arty was 'incorrectly' tier2, with stats derived from the 1200mm Arty and was changed so it's now tier3 and derived from the 1400mm. The tracking of tier3 beams has a blip in it currently, but it's minor. In almost all cases in the past if some stat (especially a major one like damage) gets changed in say rails then every single railgun in the game ges changed by the same factor.
Reasons I think this is important principle to retain: 1) The weapons have had a lot of scrutiny and balance over the years and ignoring all that is making your task so much harder 2) The weapons have themes, differences and Flavah, and there are backstories to the kind of weapons each race created and their capabilities 3) It's easily expandable, if you want to add tier4/5 weapons, or tier2 XL weapons, or XXL weapons, or even create an entire fourth Jovian turret class it's obvious how to crank out the entire range from a few seed characteristics. EVE is supposed to run 50 years (or forever) so throwing all the short range XL weapons off kilter in year 7 seems short-sighted to me. 4) By restricting yourself to the stats framework it makes it easier to spot mistakes, basically defensive programming, it's easier to figure out why something isn't right....
Moros
In this case since Large Rails and Large Beams seem to be well balanced (well ok it's a bit debateable), the issue is not with the Dual 1000mm, it's with the Moros. (Or if you think Rails are not balanced vs Beams the +15% buff to all rails from Small to XL would be the way to go.) The Revelation has 5% to rof bonus (ie. +33% dps at level 5) which is unheard of among other Amarr ships and the Phoenix and Naglfar have similarly beefy dps based bonuses, very fitting for their role as supreme static damage dealers. In changing the Moros to only 20% drone bonus it gets left with two relatively weak bonuses. I'd suggest uping it's 5% Capital Hybrid damage to 7.5% which works out at an extra 10% dps at level5 over the current bonus, which would be quite enough imo (see graphs below) but if it's not then you could easily go with +25% for the drone bonus as well.
... |

Blazde
4S Corporation Morsus Mihi
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Posted - 2009.10.13 10:11:00 -
[101]
Missiles
Incidently as far as I'm aware there's very little progression left between the missile weapons, and I think if there was we'd have a lot less missile balance issues now. Making Rockets work compared to Light missiles should be a case of making Torps work vs Cruise and then making appropriate factors based on the sig radius and velocity differences between battleships and frigs, sanity checking it with turrets and extrapolating for medium and XL missile types. Then testing all missile ship classes and tweaking the whole line (or figuring out what mistaken assumptions were made in the original factors).
As it is I fear it'll be tough to balance Cit. Torps and Cit. Cruise especially now the Leviathan will supposedly be using them in proper more dynamic combat instead of the more restricted seige combat of dreads. But the figures look great starting points, particularly the range split feels right.
Turrets
Pretty much what I said above. I think it's very reckless to tear up these close range weapons and start again, and making them so homogenous is no fun at all either. Issues the titans face (eg. tracking) should be solved with ship bonuses/penalties but I suspect if you want to scale close range weapon titan tracking differently to long range weapon tracking that you're misattributing the source of some other problem. For dreads the specific problem of forcefields needs a much more clinical solution. Otherwised the 6x2500mm, Giga Pulse and Seige Blaster Cannon themselves are all fine and have all the Flavah that they should have. Some reasons they aren't used much is:
- The same reasons short range weapons aren't used much in any large scale combat, and dreads don't feature much in small scale combat. (When they do short range weapons often get used) - The increased cost of just having both sets of weapons (and the volume of them when you have to move them around) - One major advantage of close range weapons in general is tracking (the dps difference between a Pulse weapon and it's associated Beam weapon isn't really that much for instance) and tracking plays no role in dread vs dread/infrastructure combat - Fitting requirements are another incentive to fit close range weapons but no dread has any shortage of powergrid
These are mostly dread specific issues, and none of them will be affected by making the XL short range weapons uber. Plus there's the forcefield issue. I don't know what's technically feasible so here's a few different ideas to solve it but you get the idea what I mean:
- +50 or 60km ship bonus to optimal against infrastructure (or just towers) when in seige. To keep it simple(r) this can safely apply to long range weapons too I reckon - Make it so that in shooting a tower the distance is actually calculated from the forcefield in some way. I think you might be able to achieve this by giving towers another big invisible ball that's moveable through but is used for range calculations, like stations have. But it would screw up stuff like orbitting a tower. Or make it so shooting the forcefield somehow transfers damage to the tower. - A +25km or 30km flat ship bonus to optimal that's unaffected by (applied after) ammo range bonuses/penalties. This'd be enough to make 6x2500mm and Seige Blaster Cannon practical, without making Giga Pulse overpowered and all weapons would retain their normal charateristics (Flavah) just be pushed out by 25km "due to special siege stabilising technology". It can even be a bonus on the siege module. But it would be better it only applied to the close range weapons since +25km to the long range guns would spoil current combat at extreme ranges and generally imbalance turrets with drones and missiles.
...
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Blazde
4S Corporation Morsus Mihi
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Posted - 2009.10.13 10:17:00 -
[102]
- If none of the above are technically viable then even a 30km ship (in-seige) bonus to optimal of AC/Pulse/Blaster would do the trick, while retaining enough of the basic weapon characteristics for dreads, and all of the weapon characteristics for titans
In any case whatever you do I really suspect almost all dread fleets will continue fitting long range guns, for the reasons given above and not because of forcefields. So please don't mess up titan turrets chasing a dream of close-range dread fleets.
Anyway I did some graphs of theoretical dps vs range for the long range weapons with the +15% to XL Rail, 20% Drone bonus and Cruise stats plus the projectile ammo and tracking comp (falloff) changes that it looks like Nozh has finalised. I intended to compare short range weapons but got interested with these instead since there's quite a few different changes afoot, so I'll do short range later.
Few notes: - All skills maxed - Bouncer IIs for drones - T2 mods, t1 ammo - Reloading isn't factored in, nor obviously stuff like 'alpha strike' and the delay of missile damage, graph requires interpretation like any statistic! - Snipe fits are based on one Tracking Comp (range script) and two t2 Locus rigs, just cos it's what PLs using atm but other fits give similar results - All ships with 3 damage mods to keep it simple, in practise the Phoenix is less likely to have 3 and there are plenty of 2 mod fits in regular use. Naglfar is probably the most common three dmg-mod fitted dread.
Current regular LR:
Proposed Dominion regular LR:
Current sniping LR:
Proposed Dominion sniping LR:
Maple document for the graphs if anyone wants to play with different fits/changes: http://www.blazde.co.uk/eve/Dreads13102009.mw
Couple of observations: - The ammo change really brings the Nag into the lead up close and I suspect some Nag pilots will carry on using Torps for kicks or because of skills so I plotted that, which will make it a real in-your-face-applying-pain dread while still being acceptable at med/long ranges. Suddenly after years of being a terrible dread it'll have a unique ability to mix long and short range weapons to good effect. That's fine imo but need to make sure the trade offs properly balance it out. (I'm not sure they do). - Moros doesn't perform nearly as well currently at sniping as I thought it did. On the otherhand I think +15% turret dps is overkill, leaves it significantly overpowered at long range and wipes out the disadvantage it used to have in the middle ranges (past drone control range) which would compensate. - If nothing else both Nag and Phoenix pilots can truly smile now, and those of us that cross-trained specifically for the Rev can kick ourselves 
_
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Devilish Ledoux
Caldari GoonFleet GoonSwarm
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Posted - 2009.10.13 11:49:00 -
[103]
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. |

Adam Ridgway
Minmatar
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Posted - 2009.10.13 12:13:00 -
[104]
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.
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LTcyberT1000
Caldari Free Space Tech Red Alliance
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Posted - 2009.10.13 12:14:00 -
[105]
NOTE to CCP: Add bouncing physics with comparing to being bumped ship masses. That will make more realistic things like battleship bouncing off dread/carier instead of carier bouncing of smaller ship. 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 and each fighter bomber does 800-1000 damage to 80%+ resists.
---- T-1000, the old school gamer, started with 80286 machine, 11 years so far for playing games. ******************************************** Skill level: Freelancer Wolf in Moon day :) ****** |

Kreonny
Minmatar R.U.S.H Red Alliance
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Posted - 2009.10.13 13:32:00 -
[106]
Edited by: Kreonny on 13/10/2009 13:32:20
Originally by: Walker Bulldog
Optimal + Falloff = 37.6% DPS. With 7.5km optimal (sharpshooter 5 + EMP ammo) and 75km falloff (60km + trajectory analysis 5), a dread sitting at 40km will be almost halfway into falloff, and lose a good 30-40% of its base DPS. Therefore, either Naglfar becomes greatly inferior at typical combat distance, or greatly superior at point blank range if the base damage is adjusted to match other dreads at 40km. The latter gets nerfed the next patch, the former sends naglfar pilots cross-training into revelations.
You are looking at it, as a balancing. And forget about game desining. I started to train skills to pilot Naglfar, when it was the worst dread. It was smaller DPS, has no good tank, need much more skills. I agree to ride worst close range dread, as all other minmatars ships in close. Now Naglfar become good dread. But it still minmatar ship! I don't want 45 km optimal ang 15 km falloff, only becouse of balans. All Minmatar auto cannons is the same - short optimal and good falloff. For example 425mm auto cannons do less damage on 15 km range then 720 artillery. It's normal for minmatars ships. No need to make all ships equal! Each race has pluses and minuses, and good to make the differents greater.
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Succubine
Caldari Succubine Dynasty Technologies
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Posted - 2009.10.13 14:41:00 -
[107]
Originally by: Kreonny
You are looking at it, as a balancing. And forget about game desining. I started to train skills to pilot Naglfar, when it was the worst dread. It was smaller DPS, has no good tank, need much more skills. I agree to ride worst close range dread, as all other minmatars ships in close. Now Naglfar become good dread. But it still minmatar ship! I don't want 45 km optimal ang 15 km falloff, only becouse of balans. All Minmatar auto cannons is the same - short optimal and good falloff. For example 425mm auto cannons do less damage on 15 km range then 720 artillery. It's normal for minmatars ships. No need to make all ships equal! Each race has pluses and minuses, and good to make the differents greater.
It's a little difficult to retain original balance for weapon types when the ships can't ****ing move.
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Jana Tanaka
Caldari Tanaka Industries Inc.
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Posted - 2009.10.13 16:14:00 -
[108]
Edited by: Jana Tanaka on 13/10/2009 16:26:46
I tested some XL Beams on an Avatar against a 80k EHP Battelship (Redeemer... for decadence sake) at 200 / 100 / 50 / 10 / 5 km ranges with and without MWD.
The Avatar was fit with a t2 resistance tank in the lows and was rigged for max EHP, in the highs it sported a DD, an energy transfer array and a rack of turrets, the mids had a cap recharger, 2 tracking computers and 2 sensor boosters fitted.
I wanted to see how a titan setup as triage supported "gunship" would perform based on turrets alone against a subcapital.
The BS died at any range > 10 km horribly with or without MWD in about 30 to 60 seconds.
Since I crashed out of SiSi and couldnt get in again, I could not start to do some more math on turret damage and employ a bit more scientific method.
Yet this anecdotal test suggests that the Beam Avatar will be able to chew through subcapitals pretty rapidly unless they engage it point blank.
While 5 to 10 dead battelships in 5 minutes at medium to short engagement ranges sounds reasonable, the fact that the same turrets can reach out to 250 km seems a bit unbalanced.
So maybe XL Beam Tracking or the tracking bonus on titans should be reevaluated.
Also I have an uneasy feeling about multiple officer fit titans in connection with this damage output. Since officer pimp will scale those 16 EHP avatars into the sky while having not much effect on the incoming dps.
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GHO57
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Posted - 2009.10.13 16:23:00 -
[109]
Something that bothers me is how much is the XL blasters/ACs exactly with these proposed changes? Talking for max skills no optimal mods and AM/EMP?
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Shinma Apollo
4S Corporation Morsus Mihi
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Posted - 2009.10.13 20:07:00 -
[110]
The big problem besides burning another sp hole in Minmatar/caldari pilots is that you're also making Morosi more susceptible to bombs, which are pretty much common place on the capital (KM *****) battlefield.
A boost to drone control range would really help the moros out a bit, even if it's a siege only thing, and universally applied to all dreads. Also, keep the armor bonus at 50% so sentries can survive a bomb.
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LoveKebab
Caldari D00M. Triumvirate.
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Posted - 2009.10.13 22:15:00 -
[111]
Edited by: LoveKebab on 13/10/2009 22:16:55
Originally by: Shinma Apollo A boost to drone control range would really help the moros out a bit, even if it's a siege only thing
yea u gonna be able to use heavy drones at 150-200km (giving avrage speed of 900m/s they will get at 150km in under 3 minutes... xVid4PSP MKV Encoding Tutorial |

Stealthbug
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Posted - 2009.10.13 22:25:00 -
[112]
Originally by: LoveKebab Edited by: LoveKebab on 13/10/2009 22:16:55
Originally by: Shinma Apollo A boost to drone control range would really help the moros out a bit, even if it's a siege only thing
yea u gonna be able to use heavy drones at 150-200km (giving avrage speed of 900m/s they will get at 150km in under 3 minutes...
They don't get very good gas mileage either.
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Jason Death
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Posted - 2009.10.14 00:36:00 -
[113]
please please, not again a new skill to train. give us a citadel missile launcher with short and long range ammo and let it require torp level 5. the phoenix aswell needs to be able to switch from short to long range in a battle without refit.
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Yaay
Game-Over
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Posted - 2009.10.14 03:55:00 -
[114]
The fix dreads need is tossing siege out the window and starting over. If you want to keep siege, it needs to be rethought.
The age of 5v5 dread fights is long gone. The defensive bonuses mean nothing. The offensive bonuses are idiotic. Dreads need to be mobile ships. They're already a pain to move around, so what's the need for siege?
Siege creates more blobbing. Nobody likes 10 minutes of uncertainty. So what do you do to counter that, you bring more numbers.
Close range guns are a thing of the past, because people have learned that the numbers are so ridiculous now, that it's better to have the option to drop 200+ away than it is to drop in at close range. And obviously, everyone has to counter for that very reason.
Again, nobody want's 10 minutes of uncertainty.
The close range gun thing is good and bad. The damage boost and range are sorely needed, but you've completely removed racial differences from the game.
So how can we fix dreads.
The titan super gun is idiotic. There is absolutely no debate about it, it's the gayest DD you've ever added. But it can be adapted and applied to dreads so much better. Give dreads the ability to use that style of weaponry in siege. Add a delay of 30 seconds on top of the long dread Lock times. Decrease the damage to about 250,000. Set the ROF to about 1 minute. Make it so that the module burns fuel and has to fire even if a target has warped out or moved out of range. It becomes a clumsy cannon capable of doing large damage. That's what dreads are. Reduce siege time to 5 minutes, reduce damage mod to about 30% of what it currently is in siege. Keep tracking **** poor. Give an extra high slot to every dread.
250,000 volley per activation from a dread is reasonable, will hit stationary crap, will totally miss pilots not stuck or idiotic. Dreads retain a portent of self defense in the lower damage from their guns.
It will still take about 10 dreads to 1 volley another capital ship. Rather that than 1 titan.
Take that garbage away from the titans, put it where it belongs. Keep the Titan gun changes, come up with a better dooms day or better yet, remove it all together.
Problem solved, remove the stupid dread guns or drastically reduce what they do so that the shoop becomes the new platform for the tedious work.
DD changes
Docking PVP games |

Clinically
Gallente ANZAC ALLIANCE Mostly Harmless
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Posted - 2009.10.14 08:04:00 -
[115]
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.
Dude, that really hurts when training for a Nag ________________ ANZAC Recruitment - NOW OPEN! |

Zedone
Shiva Morsus Mihi
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Posted - 2009.10.14 09:56:00 -
[116]
Originally by: CCP Abathur
The tracking has been nerfed because it was honestly just too good and we also didn't want to see Titans blasting apart HACs with ease.
CCP had no problem before with titans blasting away 100 hacs at once. Now you're worried it can blast away one at a time? ;)
If titan's won't at least be able to hit moving battleships decently, with the upcoming tracking nerf, then I have very little hope for it and fear it will be the new MS that no one really wants.
___________________ new sig comin soonÖ |

EFT Worrier
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Posted - 2009.10.14 11:46:00 -
[117]
Originally by: GHO57
Originally by: CCP Abathur
Originally by: kwix I think there's little doubt here that this nerf is entirely about the station hugging and low-sec usage of the Moros
No, it's more about the fact that a max skilled Moros pilot with 5x Ogre II's did 1109 DPS, which is more than a max skilled Carrier pilot with 10x fighters deployed.
And why is this a problem, as a maxed out carrier with 10 fighters deals a lot less DPS than a 50 mil battleship? Carriers in their current stae are nothing more than logistics capital ships. And a maxed out thanatos still does a lot more DPS than moros. Carriers can fit DCUs and so on, sorry but this reasoning seems a little odd to me. It's the dread's personality, nerfing will just make it the gallente variant of the Rev. We all want balansed ships with their strong and weak sides, but we don't want everyone to fly the same ships.
Yeah, you probably want to make people support their dread fleets with subcaps. Sadly, this has never been a issue, there have been thousands of cap battles, I personally fought dread in RRBSes quite a few times and moros drones were never such a big problem. testing on Sisi a single moros is hardly comparable to the ways it's used on TQ.
I agree, what's wrong with 1100 drone DPS for the dreadnought whose description clearly marks it as being the most versatile and having "the greatest capacity to fend off smaller hostiles by itself".
As per the post quoted above mine - arguing that Moros drone DPS is too high because it's more than a carrier with fighters makes no sense.
How about adding +% drone control and optimal range so that sentries are actually useful at common engagement ranges?
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LTcyberT1000
Caldari Free Space Tech Red Alliance
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Posted - 2009.10.14 15:44:00 -
[118]
Originally by: EFT Worrier
I agree, what's wrong with 1100 drone DPS for the dreadnought whose description clearly marks it as being the most versatile and having "the greatest capacity to fend off smaller hostiles by itself".
Drones are supposed to be Gallente weapon in first place, and secondly they are carier/supercarier primary weapon as they have no gun/launcher slots to aggro with... ;)
---- T-1000, the old school gamer, started with 80286 machine, 11 years so far for playing games. ******************************************** Skill level: Freelancer Wolf in Moon day :) ****** |

Herschel Yamamoto
Agent-Orange
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Posted - 2009.10.14 16:49:00 -
[119]
Edited by: Herschel Yamamoto on 14/10/2009 16:50:36 I won't be a dread pilot for a few weeks yet, and I couldn't test dreads on the titan spamming test last weekend, so this is all paper balance. Still, I'll give it a shot.
There's two obvious way to balance dreads. One is to make them all functionally the same, like you've balanced, say, stealth bombers. Give them all similar damage/range profiles, similar tanks, similar EHP, and so on. I trust you don't need my help figuring out how to do this - grab the data used to make those pretty graphs above, and fiddle with it until the lines more or less sit on top of each other.
The second option is, I think, the right one, or at least the more interesting one. Give each dread a clearly defined role. At a guess, I'd make the Moros the short-range one, the Revelation the long-range one, the Phoenix the tanky one, and the Naglfar the agile one. Keep as a balance point that they should all do roughly the same damage to a large tower(say 4k or so?), assuming that the new sovereignty modules have a similar radius of bubble on them, but make them different at other stats: - The Moros should be designed largely for being dropped into enemy dread blobs and beating the crap out of them with heavily-buffed blasters and drones. Keep drones as they are, at least in siege, because there is nothing wrong with a Moros being able to defend itself(that is, in fact, the whole point of drones), and make guns balanced around the fact that the Moros is a pseudocarrier in combat. - The Rev should have mediocre pulses, but very good beams. Give them crap tracking, because they're supposed to shoot dreads anyways, but by far the best long-range DPS. - The Phoenix can get one of the launcher bonuses just put into the actual stats of the missile launchers, and replaced with shield resists, so it can tank any doomsday and have about twice the active tank of any other dread. Also, give it the second-best cap, after the Rev, so that it can actually run its tank. It should do decent DPS, but have by far the highest EHP/DPS ratio - you won't deal as much as a Rev, but it'll cost the enemy way more DPS to shoot at it than it'll cost you to field it. - The Nag should be solid all-around, but nothing special on DPS/EHP. Instead, give it the jump range of a carrier, a 5-minute siege cycle, far better agility, faster targeting speed, and other such bonuses. I don't know how much of this stuff it'll take to make verticality not its primary virtue, but give it as much as it takes, and probably a bit more.
On overall DPS/range, the Nag and Phoe should be about even, with the Moros above them at close range and the Rev above them at long range. The four should all meet at about 35km.
Like I said, this is paper balance, but I think it's at least an interesting approach. You wind up with clear roles on the capital battlefield, rough parity at POS bashing(and hopefully at whatever sov mechanic will replace POS bashing), and hopefully no more "Naglfail" jokes.
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Gypsio III
Dirty Filthy Perverts
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Posted - 2009.10.14 17:14:00 -
[120]
Originally by: Herschel Yamamoto the Naglfar the agile one
Originally by: Herschel Yamamoto and hopefully no more "Naglfail" jokes.
I see.
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Maaxeru
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Posted - 2009.10.14 18:47:00 -
[121]
Originally by: Herschel Yamamoto Edited by: Herschel Yamamoto on 14/10/2009 16:50:36 The second option is, I think, the right one, or at least the more interesting one. Give each dread a clearly defined role. At a guess, I'd make the Moros the short-range one, the Revelation the long-range one, the Phoenix the tanky one, and the Naglfar the agile one. Keep as a balance point that they should all do roughly the same damage to a large tower(say 4k or so?), assuming that the new sovereignty modules have a similar radius of bubble on them, but make them different at other stats: - The Moros should be designed largely for being dropped into enemy dread blobs and beating the crap out of them with heavily-buffed blasters and drones. Keep drones as they are, at least in siege, because there is nothing wrong with a Moros being able to defend itself(that is, in fact, the whole point of drones), and make guns balanced around the fact that the Moros is a pseudocarrier in combat. - The Rev should have mediocre pulses, but very good beams. Give them crap tracking, because they're supposed to shoot dreads anyways, but by far the best long-range DPS. - The Phoenix can get one of the launcher bonuses just put into the actual stats of the missile launchers, and replaced with shield resists, so it can tank any doomsday and have about twice the active tank of any other dread. Also, give it the second-best cap, after the Rev, so that it can actually run its tank. It should do decent DPS, but have by far the highest EHP/DPS ratio - you won't deal as much as a Rev, but it'll cost the enemy way more DPS to shoot at it than it'll cost you to field it. - The Nag should be solid all-around, but nothing special on DPS/EHP. Instead, give it the jump range of a carrier, a 5-minute siege cycle, far better agility, faster targeting speed, and other such bonuses. I don't know how much of this stuff it'll take to make verticality not its primary virtue, but give it as much as it takes, and probably a bit more.
On overall DPS/range, the Nag and Phoe should be about even, with the Moros above them at close range and the Rev above them at long range. The four should all meet at about 35km.
Like I said, this is paper balance, but I think it's at least an interesting approach. You wind up with clear roles on the capital battlefield, rough parity at POS bashing(and hopefully at whatever sov mechanic will replace POS bashing), and hopefully no more "Naglfail" jokes.
As a Phoenix and Rev pilot, I likee!
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Mandana Mierre
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Posted - 2009.10.14 19:52:00 -
[122]
If citadel cruises are being introduced, does that mean that the explosion radius skill will apply, like with other guided missiles?
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Vestus Regula
The Black Dawn Gang
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Posted - 2009.10.14 19:56:00 -
[123]
It's good to see something done about the Phoenix, but I'd like to point out that the relation betweet turret range / torp range is way messed up in these figures. Just comparing neutron blaster cannons to torps (both in unbonused ships / characters) is enough to reach that conclusion. Sure, the new rof should somewhat make up in terms of dps, but I don't think it'll be enough to match guns in most scenarios.
Also: just scrap the moros nerf; just... don't, ok? =)
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Vestus Regula
The Black Dawn Gang
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Posted - 2009.10.14 20:11:00 -
[124]
Edited by: Vestus Regula on 14/10/2009 20:11:49 Double post is bad, m'kay?
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Herschel Yamamoto
Agent-Orange
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Posted - 2009.10.14 20:17:00 -
[125]
Originally by: Gypsio III
Originally by: Herschel Yamamoto the Naglfar the agile one
Originally by: Herschel Yamamoto and hopefully no more "Naglfail" jokes.
I see.
Two things. One, it should still do good DPS and have a good tank - it'd probably be the second-best tanker, and it'd do as much DPS as a Phoenix, or a Rev/Moros built for its less-good range. Two, it's possible to have meaningful bonuses to things other than DPS and EHP. If you spend 10 seconds less targeting something, that's tens of thousands of extra damage dealt. If you're locked into siege for half as long, that's way less often you get trapped and killed. Sure, it doesn't show up in the raw EFT numbers, but it'll matter in combat.
You're right that it can certainly be done badly, and I'd want to look at it carefully to make sure that the differences actually matter, and that it's not just rearranging deck chairs on the Titanic. But I think that they could pull it off if they tried.
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Mr Opinions
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Posted - 2009.10.14 22:21:00 -
[126]
Originally by: Herschel Yamamoto
Originally by: Gypsio III
Originally by: Herschel Yamamoto the Naglfar the agile one
Originally by: Herschel Yamamoto and hopefully no more "Naglfail" jokes.
I see.
Two things. One, it should still do good DPS and have a good tank - it'd probably be the second-best tanker, and it'd do as much DPS as a Phoenix, or a Rev/Moros built for its less-good range. Two, it's possible to have meaningful bonuses to things other than DPS and EHP. If you spend 10 seconds less targeting something, that's tens of thousands of extra damage dealt. If you're locked into siege for half as long, that's way less often you get trapped and killed. Sure, it doesn't show up in the raw EFT numbers, but it'll matter in combat.
So in the spirit of agile, you're hinting at some minmatar-only capital ship bonus of "80% reduction in duration and fuel use of siege modules" ? 
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Herschel Yamamoto
Agent-Orange
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Posted - 2009.10.14 23:40:00 -
[127]
Originally by: Mr Opinions
Originally by: Herschel Yamamoto Two things. One, it should still do good DPS and have a good tank - it'd probably be the second-best tanker, and it'd do as much DPS as a Phoenix, or a Rev/Moros built for its less-good range. Two, it's possible to have meaningful bonuses to things other than DPS and EHP. If you spend 10 seconds less targeting something, that's tens of thousands of extra damage dealt. If you're locked into siege for half as long, that's way less often you get trapped and killed. Sure, it doesn't show up in the raw EFT numbers, but it'll matter in combat.
So in the spirit of agile, you're hinting at some minmatar-only capital ship bonus of "80% reduction in duration and fuel use of siege modules" ? 
Wasn't so much hinting at an 80% reduction as explicitly suggesting a 50% reduction, but yes. If you want to do something in game design, just do it - there's time to beat around the bush as you playtest your ideas, but proof of concept comes first.
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EFT Worrier
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Posted - 2009.10.14 23:51:00 -
[128]
His main point was that homogenisation to placate a whining minority with grass is greener syndrome is a bad way to go, and this is the current CCP mindset with respect to the Moros (vis a vis nerfing 60% of its drone damage and topping up turret dmg).
Thing is - even with 500% bonused drones, Moros was never really considered the best dread anyway... I fail to be convinced the (strength of the) nerf is justified.
IMO each of the dreads ought to be distinctly *better* than the others at *something* (longer range, shorter range, tanking, dealing with subcaps, whatever), and converging in their performance of their core role at some level/range.
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Blazde
4S Corporation Morsus Mihi
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Posted - 2009.10.15 03:48:00 -
[129]
Originally by: Vestus Regula
Originally by: Blazde (...) The Revelation has 5% to rof bonus (ie. +33% dps at level 5) which is unheard of among other Amarr ships.(...)
Omen, Navy Omen, Zealot, Armageddon, Redeemer, Absolution... as a matter of fact, most amarr ship that have a damage bonus to laser turrets have a rof bonus instead of a damage bonus.
Yea I realised this soon after I'd posted, for some reason I had the tanky ones in my head more. But the point kind of remains modified: These are all Amarr ships whose role is damage (or derived from a t1 damage-based hull), just like the Revelation. With Gallente ships where you get the 5% damage bonus it's typically paired with another more 'tactical' bonus like tracking, mwd capacitor, or armour repair. Or it can be drone damage. And other races get exotic bonuses too. But on dreadnaughts there isn't much to balance on besides damage, so you see on the Nag and Phoenix some bigger than normal damage bonuses. (Though on the Nag it's a lot to do with the split weapons too.)
I'm just arguing it's ok to give the Moros +7.5% Hybrid damage even though it's a non-standard Gallente bonus. Personally I'd rather see it stay more drone damage focused (the drone bonus working only in seige seems fair) to be different, but if it's going more turret focused it makes sense to adjust the ship bonuses not the weapons themselves. _
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Raigir
Gallente
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Posted - 2009.10.15 05:07:00 -
[130]
Originally by: Hun Jakuza Edited by: Hun Jakuza on 13/10/2009 05:38:34
Originally by: Jason Edwards
Originally by: CCP Abathur
Originally by: kwix I think there's little doubt here that this nerf is entirely about the station hugging and low-sec usage of the Moros
No, it's more about the fact that a max skilled Moros pilot with 5x Ogre II's did 1109 DPS, which is more than a max skilled Carrier pilot with 10x fighters deployed.
Buff fighters? Everyone knows they are uberweaksauce ever since the tracking nerf. I practically never use them outside of sisi. Only used on sisi because they are 100isk each.
1109dps with 5 ogre 2s. 1250dps with 10 fighters from thanatos. 1000dps for other carriers.
Buff fighters? Just toss 50% more dps to fighters. Issue fixed.
Quote: None of this is being done in an attempt to nerf or boost any one ship. Trying to guess about why this is being done is not helpful.
There has to be a reason for the nerf. We would simply like to know why. Afaik ccp doesnt throw a dart at a poster the size of a titan trying to figure out what to nerf.
Agreed and an other things. Fighters faster than 4-5X times as Ogres. Carriers can send their fighters over than 100km without drone link augmentor.
Carriers can using DCU. +2 DCU on thanatos 1500DPS with 12 fighters. +5DCU on thanatos 1875DPS with 15 fighters.
But i dont understand what is the context between fighters and the moros damage. Nothing!
Leave the Moros alone! Change redock time (main problem) with criminal flag and station huggin it's over.
The moroes should keep its drone bonus simply because its what makes it unique and a good damaging dread. After all isn't gallente suppose to be a high dmg race. I don't see where the comparasion to carriers should come into play. Carriers are logistical and should be expected to have less damage than a dread in this case, the moroes.(though fighters could use a little touch ups) If you want to fix camping moroes, fix other factors but don't restrict the bonus that made the moroes unique.
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Walker Bulldog
Minmatar VIRTUAL LIFE VANGUARD
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Posted - 2009.10.15 06:44:00 -
[131]
Originally by: Herschel Yamamoto
- The Nag should be solid all-around, but nothing special on DPS/EHP. Instead, give it the jump range of a carrier, a 5-minute siege cycle, far better agility, faster targeting speed, and other such bonuses.
That's right, give agility bonuses to the ship that can't ****ing move! Do you realize yet how stupid this sounds? Jump range bonus would be completely useless - dreads are not solo ships, and fleet jump range is determined by lowest common denominator, not the highest. Ditto siege duration - you have 50 dreads in fleet, three, MAYBE five of them Naglfars (yes, those are real numbers) - do you think anyone will care that you have to click siege 5 times where other dreads do it once? The only effect would be you zoning out, setting siege red when FC orders all the other dreads to do it, and then dropping out early and wasting time re-sieging and re-locking your target. Faster targeting speed - again, nobody cares, it's not like you're shooting pods and ceptors, the tower isn't going anywhere.
So, yeah, it's obvious you've never participated in a dread op, because your suggestion are full of fail
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Herschel Yamamoto
Agent-Orange
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Posted - 2009.10.15 07:39:00 -
[132]
Originally by: Walker Bulldog That's right, give agility bonuses to the ship that can't ****ing move! Do you realize yet how stupid this sounds? Jump range bonus would be completely useless - dreads are not solo ships, and fleet jump range is determined by lowest common denominator, not the highest. Ditto siege duration - you have 50 dreads in fleet, three, MAYBE five of them Naglfars (yes, those are real numbers) - do you think anyone will care that you have to click siege 5 times where other dreads do it once? The only effect would be you zoning out, setting siege red when FC orders all the other dreads to do it, and then dropping out early and wasting time re-sieging and re-locking your target. Faster targeting speed - again, nobody cares, it's not like you're shooting pods and ceptors, the tower isn't going anywhere.
So, yeah, it's obvious you've never participated in a dread op, because your suggestion are full of fail
Yes, I realize just how absurd it sounds. The agility boost is minor and largely inconsequential - I include it for flavour, not game effect. Dreads aren't always sieged up, but when they are it's irrelevant, and they usually are. I know that - I'm not a total idiot. I know that jump range is lowest common denominator as well. Again, largely a minor change, but it lets you move Nags with carriers, and I'm sure there are occasional times when it's better to have some dreads now instead of more later. I don't think either of these changes will be earth-shattering, nor do I want them to be.
The ones that are supposed to actually matter in combat more than one time in a hundred are sig resolution and siege time. Sig resolution gives you faster target switching and lets you apply DPS sooner, which ups your real-world DPS a fair bit(depending on length of engagement, of course). And yes, it does matter, or else dread fits wouldn't have sensor boosters as mandatory modules. Alternately, a Nag pilot could strip the sensor booster for another invuln, and jack up their tank without gimping their targeting ability any more than any other dread. Siege time has two primary effects - one, it lets you shift range twice as often when the enemy drops dreads at a poor range for you, and two it lets you at least save some dreads when things go totally wrong. Better to get 5 Nags out and lose 45 others than to just lose 50 straight up, after all.
Again, I don't think that the changes I listed are earth-shattering, or enough to catapult it from worst to first. The ship needs to do dread-sized DPS and have a dread-sized tank, no matter what its role is. It's still a dread, and it should be better at acting like one than it is now, and far better than it was before the last buff. We can all agree on that. Thing is, I'm trying to come up with a fourth role to give to a fourth dread. Long/short/tank come naturally, and are given naturally to the Moros, Rev, and Phoe. I want a fourth for the Nag, and a pile of "agility" buffs seems the natural way to go.
I think it can be made balanced. I don't claim to have discovered ancient wisdom on how to do so, I'm just presenting a first draft. If, god forbid, CCP were to drop everything and jump all over my idea, I'd expect them to hack together a Nag with my stats, mess around with it a little, and the get devs with fleet experience to take a look at it. Get reactions, juggle numbers, test more, and then throw it on Sisi for us to scream about. Mess around, put it on TQ, and probably patch it again in a month. It's not easy to get right, and it's prone to being underpowered, but those are features of all kinds of game designs. Acknowledge that tendency, plan for it, and deal with it, just like they do plenty of other places. It's hardly impossible.
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Theron Gyrow
Gradient Electus Matari
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Posted - 2009.10.15 08:02:00 -
[133]
Originally by: Vestus Regula
It's good to see something done about the Phoenix, but I'd like to point out that the relation betweet turret range / torp range is way messed up in these figures. Just comparing neutron blaster cannons to torps (both in unbonused ships / characters) is enough to reach that conclusion. Sure, the new rof should somewhat make up in terms of dps, but I don't think it'll be enough to match guns in most scenarios.
Is it really too much to ask for people to read the thread and/or do some calculations? "Don't think it's enough to match guns" indeed, how about _way_ more?
Quote:
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.
-- Gradient forum |

Walker Bulldog
Minmatar VIRTUAL LIFE VANGUARD
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Posted - 2009.10.15 08:33:00 -
[134]
Originally by: Herschel Yamamoto Dreads aren't always sieged up
A dread not in siege is a very slow and expensive battleship. If you aren't going to siege, don't bring dreads.
Quote: I know that jump range is lowest common denominator as well
No you don't, and your next sentence shows it.
Quote: it lets you move Nags with carriers
The entire fleet - dreads, carriers, and on longer trips, jump freighters carrying fuel and stront, always moves together, along a pre-planned cyno route, with staged cyno ships.
Quote: Sig resolution gives you faster target switching and lets you apply DPS sooner, which ups your real-world DPS a fair bit(depending on length of engagement, of course).
Dreads have three lengths of engagement: 10 minutes, 20 minutes, 30 minutes. If you don't reinforce the tower in 3 cycles, it means you brought less than 20-25 dreads to a fully hardened ****star, and you really should just bring more.
Quote: Alternately, a Nag pilot could strip the sensor booster for another invuln, and jack up their tank without gimping their targeting ability any more than any other dread.
The primary purpose of the sensor booster is to let you target at long range if you get hotdropped. Scan resolution is just gravy. An extra invulnerability field is going to be oh so helpful at 180km, amirite?
Quote: Siege time has two primary effects - one, it lets you shift range twice as often when the enemy drops dreads at a poor range for you, and two it lets you at least save some dreads when things go totally wrong. Better to get 5 Nags out and lose 45 others than to just lose 50 straight up, after all.
I suppose some enemies might die of laughter when they see you trying to close range at 60 m/s and 3-minute acceleration. Also, have you ever been to 0.0? There's this wondrous thing called "bubble" which stops you from warping or jumping.
Quote: I want a fourth for the Nag, and a pile of "agility" buffs seems the natural way to go.
Again, agility buffs to a stationary ship. This is even more moronic than split weapon systems. Painting **** on the armor would be more useful.
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M Lindh
Caldari
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Posted - 2009.10.15 11:09:00 -
[135]
5 min siege and carrier range jumps are good for hotdrops witch plays good with other minni ships (fast high DPS), it's a good ide but might need some other chages too.
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Walker Bulldog
Minmatar VIRTUAL LIFE VANGUARD
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Posted - 2009.10.15 11:59:00 -
[136]
Originally by: M Lindh 5 min siege and carrier range jumps are good for hotdrops witch plays good with other minni ships (fast high DPS), it's a good ide but might need some other chages too.
And who, exactly, are you going to hotdrop all by your lonesome? Newsflash: due to Naglfar being the epitome of sucktitude for years on end (disclaimer: I've been flying one since last November) almost nobody uses them. In a typical dread fleet, they compose less than 10% of total numbers. Right now they're good, and people might start training for them again, and maybe, just MAYBE in a year or so, out of 50-60 dreads dropping on a target, 15 will be Naglfars, but if you nerf their dps and tank AGAIN, nobody will be using their awesome agility bonuses because nobody will be flying them at all.
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M Lindh
Caldari
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Posted - 2009.10.15 13:37:00 -
[137]
Originally by: Walker Bulldog
Originally by: M Lindh 5 min siege and carrier range jumps are good for hotdrops witch plays good with other minni ships (fast high DPS), it's a good ide but might need some other chages too.
And who, exactly, are you going to hotdrop all by your lonesome? Newsflash: due to Naglfar being the epitome of sucktitude for years on end (disclaimer: I've been flying one since last November) almost nobody uses them. In a typical dread fleet, they compose less than 10% of total numbers. Right now they're good, and people might start training for them again, and maybe, just MAYBE in a year or so, out of 50-60 dreads dropping on a target, 15 will be Naglfars, but if you nerf their dps and tank AGAIN, nobody will be using their awesome agility bonuses because nobody will be flying them at all.
Personal assults are uncalled for just because I agrea with some one else, but in theory with new stats on XL guns a close range Nag that has 10% dmg mod bonus and a 50% reduction to siege time and an inherent ability to jump 6,5 LY as base number will not lose that mutch DPS but it will make it alot more atractive for a fast hit on say a pair of carriers that are repping a tower or some thinge like that. If you then only have 5 min siege time you can get out before some one can send there own cap fleet on you
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Herschel Yamamoto
Agent-Orange
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Posted - 2009.10.15 15:17:00 -
[138]
Quote: A dread not in siege is a very slow and expensive battleship. If you aren't going to siege, don't bring dreads.
Even on an op where you're going to be sieging, you don't have that button pressed the entire time.
Quote: The entire fleet - dreads, carriers, and on longer trips, jump freighters carrying fuel and stront, always moves together, along a pre-planned cyno route, with staged cyno ships.
99% of the time, yes. This is a buff to the other 1% of the time. It might allow for some wacky new tactics, it might just allow for crazy people to do stupid things. It's not much of a buff, but it is a buff.
Quote: Dreads have three lengths of engagement: 10 minutes, 20 minutes, 30 minutes.
Yes, if you're shooting towers. What about if you're shooting dreads? If you're doing, say, 3000 DPS at longer range, cutting your 40-second lock time in half means an extra 60k damage dealt per Nag. Put 20 or 30 into a big fleet, and you're dropping the primary before anyone else can even get a lock on it. Lag will bugger things up, of course, but that's still a noticeable advantage.
Quote: The primary purpose of the sensor booster is to let you target at long range if you get hotdropped. Scan resolution is just gravy.
Odd - you're right, dreads have less targeting range than I recall. Wonder why most of the arguments I've seen for the sensor booster are scan res based? In any case, if it needs range, then give it targeting range too. Or just take the free DPS, and fit the SB anyways.
Quote: Also, have you ever been to 0.0? There's this wondrous thing called "bubble" which stops you from warping or jumping.
There are also these wonderful things called guns, drones, and support ships, that let you shoot the stupid hictor pilot bubbling you.
Quote: if you nerf their dps and tank AGAIN, nobody will be using their awesome agility bonuses because nobody will be flying them at all.
Who said anything about nerfing DPS and tank? I've explicitly stated that it ought to tank harder than a Moros or Rev, and do the same DPS as a Phoenix or an off-range Rev or Moros. The base numbers aren't going to suck, it's still going to be a baseline dread. Thing is, instead of its above-average stat being big scary blasters, it'll be a bunch of the support stats instead. It's not exactly going to rock the EFT warrior community on its heels, but to anyone who knows what they're doing, ship balance is about far more than the two top-line numbers. They're the two most important, of course, and I am definitely not trying to neglect them, I'm just saying it'll be average there and superior at other things.
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xttz
GoonFleet GoonSwarm
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Posted - 2009.10.15 15:27:00 -
[139]
~#~#CRAZY BALANCE IDEA#~#~
Give the moros a 7.5% damage bonus, alongside a role bonus of -50% stront use and -50% siege cycle time.
You now have a dread focused around its drone bay and new blaster buff, designed for close range combat and quick ganks - such as attacking capitals at jump beacons.
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javer
4S Corporation Morsus Mihi
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Posted - 2009.10.15 19:43:00 -
[140]
sigh seems ccp is going for regaining the title they held of "cant code properly" or lacking imagination
why the heck do you have to make it a generic "1000mm blasting beam" and for gods sake leave the sodding moros drones alone!
instead focus on the real issues like lacking ehp, lack of damage at range, lacking dps(adding dps on rails kinda defeats the purpose as the drones add no dps once you exceed 95km or so pluss and you dont fit rails for close range work
now to conquer the semi carrier low sec hugging game of moros, "if target typeid=1234 (moros) then target owned itemid 1234,1 (drones) else target itemid=1234" -------------------------------------------- Never argue with an idiot, they will drag you down to their Level and beat you with experience. |

Isaac Starstriker
Amarr Imperial Shipment
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Posted - 2009.10.16 00:15:00 -
[141]
@Herschel, as the Dreads are balanced around destroying stationary objects, your agility ideas are a moot point. Although I agree that homogenizing is annoying/bad, with this kind of ship, it may be impossible to do otherwise.
--Isaac Isaac's Haul*Mart - Closed
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HeliosGal
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Posted - 2009.10.16 08:58:00 -
[142]
i think perhaps if and when t2 dreads coming in giving them a 50% bonus to agility ( can be tweaked) might be one of the advances ( lighter and more firepower) would be a good t2 production sink to
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Leandro Salazar
Quam Singulari
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Posted - 2009.10.16 10:11:00 -
[143]
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... And if you are reading this, you have arrived at the signature without noticing...
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Elisean
Pator Tech School
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Posted - 2009.10.16 10:57:00 -
[144]
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.
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Herschel Yamamoto
Agent-Orange
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Posted - 2009.10.16 15:46:00 -
[145]
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.
Maxed out Gallente dreadnought: 1109 drone DPS Maxed out Gallente carrier: 1875 drone DPS
This is like complaining that a gank Brutix does more DPS than a neut Domi. Yes, it does more DPS, because you're only fitting the "wrong" one for damage, and not the "right" one. Compare DPS to DPS, and the "right" one comes out far ahead.
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Major Hunt
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Posted - 2009.10.16 16:12:00 -
[146]
Originally by: CCP Abathur
For the turrets, the stats in the OP are essentially based around making sure that the short range turrets can effectively hit a large POS within their optimal range. If some of you feel that is 'too much' then feel free to explain why and what you'd rather see.
Have you seriously looked at your numbers? There has always been a standard convention in eve weaponry Pulse = mid range, moderate DPS Autocannon = short range, big falloff, variable damage type Blasters = close range, high dps
You have proposed Pulse = shortest range, low dps Autocannon = blaster range, low dps Blasters = longest range, highest dps
Now call me whatever you want, but can you not see the obvious failure in this new propsed design imbalance? You have made autos and pulse able to hit a large POS yes, but your have gone and turned blasters into a omgwtfbbq option, with the best range, and highest dps of the group...
Originally by: CCP Abathur
None of this is being done in an attempt to nerf or boost any one ship. Trying to guess about why this is being done is not helpful. These weapons need to be fixed. I don't think anyone wants them to remain they way they are currently on TQ and with a little tweaking we can provide capital pilots a bit more of a dynamic in how they can use their ships. If you really want to affect change, get onto SiSi and test them out. Provide constructive feedback on how you would like to see these weapons used.
Yes these weapons need to be fixed. Making them a viable option for EvE is needed. Taking all the variety out of them and making the blasters the best in every field is not the answer.
Originally by: CCP Abathur
Should the 'short rage' weapons ignore starbase shooting and have shorter optimals and more falloff for capital engagements? How much damage would you like to see these weapons doing? Should we look at the long range turrets as well? These are just some of the questions you can base your feedback on. We put these changes out early in order to hear from you. Those of you who have already responded with numbers & solid comments, thank you. 
Pulse should be the longest range short range weapon, as it is in every other ship class in EvE. Dont break your own convention! Blasters should be the highest DPS, but the shortest range. If they require you to fit different ammo to shoot a POS, so be it. All weapons should not instantly be able to do xxx just because another race can. The variety in EvE is the fact that out of the box solutions are sometimes required to make a weapon/ship viable in a role Autocannons should have 2x the falloff of thier optimal, as is the convention.
Short range weapons should be that, short range. Amarr have an advantage in range, but lack as muc DPS. Minmatar have huge falloff and variable damage type. Gal have high DPS, but need to be close as possible.
As for the weapons purpose, make them anti capital. Forget the POS, its not a viable option to shoot POS without breaking every convention you have already in place for weapon classes. Leave the variety in the weapons stats.
If you really want to make short range capital turrets an option for shooting POS, give them a range bonus whilest in siege only! eg 100% range bonus whilest in siege
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Gypsio III
Dirty Filthy Perverts
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Posted - 2009.10.16 17:56:00 -
[147]
Originally by: Major Hunt Pulse should be the longest range short range weapon, as it is in every other ship class in EvE. Dont break your own convention! Blasters should be the highest DPS, but the shortest range. If they require you to fit different ammo to shoot a POS, so be it. All weapons should not instantly be able to do xxx just because another race can. The variety in EvE is the fact that out of the box solutions are sometimes required to make a weapon/ship viable in a role. Autocannons should have 2x the falloff of thier optimal, as is the convention.
Short range weapons should be that, short range. Amarr have an advantage in range, but lack as muc DPS. Minmatar have huge falloff and variable damage type. Gal have high DPS, but need to be close as possible.
As for the weapons purpose, make them anti capital. Forget the POS, its not a viable option to shoot POS without breaking every convention you have already in place for weapon classes. Leave the variety in the weapons stats.
If you really want to make short range capital turrets an option for shooting POS, give them a range bonus whilest in siege only! eg 100% range bonus whilest in siege
Nonsense. Nobody uses the short-range capital weapons right now because they're useless against POS and you need more range against capitals.
Balancing the short-range weapons around POS-shooting is entirely correct. Sod the racial conventions, they're meaningless in the specific case of stationary objects shooting other stationary objects at a fixed range. There's no room for variability in that role, and so we shouldn't hamstring ourselves over blind devotion to subcapital weapon variations. Besides, those subcapital weapon variations aren't there to provide RP fluff, they're there to provide good balance - but this simply doesn't apply on the capital scale, with short-range capital weapons so strictly defined in role. Making short-range weapons useless against everything just because that works with sub-XL weapons is absurd.
The balance between different Dreads will come from comparisons of performances at long-range and at short range; the one with the highest anti-POS, short-range DPS should be the one weakest at long-range. One Dread will best at hitting POS, another at sniping.
|

HeliosGal
|
Posted - 2009.10.17 05:52:00 -
[148]
perhaps each race could have a tier 2 dread one short range with specific short range weapon bonuses ( blasters) and another could have long range bonuses ( railguns) and have specced skill trees accordingly
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Blazde
4S Corporation Morsus Mihi
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Posted - 2009.10.17 06:45:00 -
[149]
Here's some damage profiles for short-range fitted dreads as promised. First against a big static target like a tower, or other caps. Currently they apply hurt like this:
For a large tower it's likely to be in the 30-40km range. Moros's blasters obviously don't perform well compared to the other turrets but with sentry damage included it's not so badly off. (Note that even at point-blank range it relies heavily on that drone bonus.) However all dreads are doing weak damage in tower range, much worse than if they fitted long range weapons. Only the pulse-Revelation breaks even snuggling the forcefield. With the proposed changes (including projectile ammo) it would be like this instead:
So much for the complaints about homogenous weapons . At medium ranges they're certainly similar, but at close range the mighty Revelation is turned into a relative joke. (Btw the others would lose about 2% dps if you factor in reload times). The Revelation is still doing no better than if it fitted beams.
Tracking
And this is imo the biggest problem with trying to make close-range weapons useable on dreads. Pulses rock over beams cos of their superior tracking not the dps, but dreads with long range weapons (and in seige) can already hit the important things they want to (other caps and infrastructure) for full damage. If instead the sig-radiuses of capital ships were reduced again there'd be a very real decision: Fit beams / arties / rails and do great damage to infrastructure and dreads at all ranges, to carriers quite close if support webs them, and to supercaps only if you can hotdrop them at a good 60-80km. Or fit pulses / autocannons / blasters and drop right on top of your target supercap or carrier group and annihilate them, but know that you'll be at a big disadvantage if the enemy comes in at medium range with long-range dreads. If he does maybe you can counter by dropping your own carriers right on top of his long-range dreads which won't be able to track carriers effectively without exiting siege.
It creates more opportunities for tactics. More risks and rewards, and counters, and brings some of the themes of sub-cap warfare into big capital battles. I can remember back in early 2007 when RAWR was fighting MC carriers and motherships and exactly these tactics were relevant. First our dreads couldn't deal with the carriers cos we brought them in close and weren't coordinated well enough with support to get the carriers webbed. By the next battle or so we got that more sorted and nailed a carrier, but the motherships couldn't be webbed so the damage to them was still tankable. We theorized a couple of options: use close-range weapons, or (preffered one) sending dreads in at >60km. As far as I remember neither got tried properly, but it was interesting. Whereas today if you need to do more damage the only option is to bring more dreads. But you probably don't need to cos they already do vast amounts of fool-proof damage.
vs. Battleships
Anyway the other semi-common use for dreads is oos against battleships (not because they're effective usually just because it's inconvenient and unneccesary to switch pilots into bs), and here is the one place tracking does matter. This is how close-range weapons perform now (or would if they were used much):
And here's with the weapon/bonus/ammo changes:
(Maple doc for graphs: http://www.blazde.co.uk/eve/Dreads17102009.mw )
... _
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Blazde
4S Corporation Morsus Mihi
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Posted - 2009.10.17 06:52:00 -
[150]
...
I've seperated the drone damage in a lighter colour cos in this scenario they might be being using heavies or even mediums instead of the sentries I've plotted but it depends on the cicrumstances, and this is mostly about the turrets and launchers anyway. The transversal is 92m/s which corresponds to a 130m/s battleship moving at 45 degrees to the line-of-sight, so some kind of very crude average. You can see the effect of the nerfed tracking, pushing the sweet spot forward from about 15-25km to 35km, where they still do nice damage because of the increased optimal too. These give a bit of an idea how titans would work vs battleships too, but I didn't plot them cos I don't know where the current bonuses are up to.
Not 100% sure I got the torp damage vs battleships quite right, but it does suck very badly compared to both long and short range XL turrets so perhaps the new Citadel Cruise missiles should be the option for doing a bit better there. _
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DeviloftheHell
Caldari RaaFharaX
|
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 
|

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 |

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.
|
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. ------------------------------------------
|

Walker Bulldog
Minmatar VIRTUAL LIFE VANGUARD
|
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
|
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 |

HeliosGal
|
Posted - 2009.10.19 01:52:00 -
[165]
perhaps better drone control
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Arra Lith
HUSARIA Curatores Veritatis Alliance
|
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
|
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
|
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).
|

Irida Mershkov
Gallente War is Bliss
|
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.
|

Norris Packard
Wings of Redemption Black Flag Alliance
|
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
|
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?
|

Sith LordX
|
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 |

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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Raagun
LDK Zenith Affinity
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Posted - 2009.10.21 10:44:00 -
[181]
Edited by: Raagun on 21/10/2009 10:48:11 New sov infrastructure (sry man whose img I'm ripping) Now guess why Rev got least dps. If they wont add hardeners on these 100mil shield, amarr will be ****ing overpowered
And to fly minnie caps you need one more skill to learn level 5. Some devs just hate them or what?
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Deva Blackfire
24th Imperial Crusade
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Posted - 2009.10.21 11:22:00 -
[182]
I always thought that weapons are balanced towards PvP (thats player versus player) not player versus immobile_structure_thet_doesnt_fight_back. O well, i was so wrong i guess.
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Raagun
LDK Zenith Affinity
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Posted - 2009.10.21 12:20:00 -
[183]
"Dreads are being used for that they werent designed to" is what CCP tells :) Seams like they designed them to be used to bash towers... But probably its just Amarr nerf :) Shame couse my alt is amarr dread pilot.
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Xing Fey
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Posted - 2009.10.22 01:42:00 -
[184]
Keeping in mind that POSs are going to be decoupled from sov, i don't think there's even much need for making all turrets able to hit towers in optimal....
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Cambarus
Clearly Compensating
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Posted - 2009.10.22 09:33:00 -
[185]
Originally by: MiLojko
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. EDIT: Forgot to mention the missile damage lowered by bombs and smartbombs
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.
The point that was being made about missiles vs guns with regards to training time has nothing to do with the capital weapons themselves, and anything more than a very basic grasp of eve should have made that obvious.
If someone wants t2 torps, they train torps 5, and BAM they got t2 torps, aside from missile launcher operation which should be at 5 anyway, torps have only that ONE FREAKING SKILL to use t2
If someone wants t2 large rails (we'll ignore gunnery 5 as again, you should already have it before even thinking about flying a BS), they need: Large hybrids V Medium hybrids V Small hybrids V Sharpshooter V (for rails, motion prediction for blasters)
That is and always has been the tradeoff between guns and missiles, missiles require 2 seperate lvl 5s for their close/long range weapons (which btw guns need as well for larges) but they have vastly reduced time needed for each weapon system. This may be a disadvantage with capital weapons who have no t2 variants, but it's also a big advantage for everything up until that point.
Oh and as far as complaining about split weapons on a dread, given that the nag has split weapons and the gallente have hybrids and drones, there's only one of the four dreads that DOESN'T need training in 2 areas to fly, so caldari hardly have anything to complain about.
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Arra Lith
HUSARIA Curatores Veritatis Alliance
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Posted - 2009.10.22 11:39:00 -
[186]
Edited by: Arra Lith on 22/10/2009 11:43:05
Originally by: Cambarus
The point that was being made about missiles vs guns with regards to training time has nothing to do with the capital weapons themselves, and anything more than a very basic grasp of eve should have made that obvious. [...]
Whats the point of this post? As you wrote it has nothing to do with capitals. And I dont think it is wise to use T2 Large hybrid turrets on capital ships ? And there is no T2 capital turrets atm. You think Caldari dont use T2 gunnery skills on battleships? To fly succesfully in sniping ops it is must to have Large Hybrid Turrets V and T2 Railguns to fit Rokh properly. Thats why Caldari ends up with 8m gunnery skills and 8m+ missile skills.
But this thread isnt about T2 training paths, but about capital weapons, so lets stick to that. And I dont see any point in forcing Phoenix and Naglfar pilots to spend 1m sp more than other dread pilots to be able to use close range and long range weaponry. As for Naglfar disadvantage isnt that big. They can just stick with projectiles AC / artillery swapping, as missiles is only 1/3 of damage. So just shoot at long range with artillery and keep torpedos in reserve - they can be still useful if something comes too close... (yeah it sucks, but at least they can still make use of their ships) But Phoenix pilots without this additional cruise-missile training are screwed. And without this additional month training ships will be left in hangars.
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Cambarus
Clearly Compensating
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Posted - 2009.10.22 17:14:00 -
[187]
Originally by: Arra Lith
Originally by: Cambarus
...
Whats the point of this post? As you wrote it has nothing to do with capitals. And I dont think it is wise to use T2 Large hybrid turrets on capital ships ? And there is no T2 capital turrets atm. You think Caldari dont use T2 gunnery skills on battleships? To fly succesfully in sniping ops it is must to have Large Hybrid Turrets V and T2 Railguns to fit Rokh properly. Thats why Caldari ends up with 8m gunnery skills and 8m+ missile skills.
But this thread isnt about T2 training paths, but about capital weapons, so lets stick to that. And I dont see any point in forcing Phoenix and Naglfar pilots to spend 1m sp more than other dread pilots to be able to use close range and long range weaponry. As for Naglfar disadvantage isnt that big. They can just stick with projectiles AC / artillery swapping, as missiles is only 1/3 of damage (and 2 turrets deal same dps as 3 turrets of other dreads because of new ship and weapon bonuses). So just shoot at long range with artillery and keep torpedos in reserve - they can be still useful if something comes too close... (yeah it sucks, but at least they can still make use of their ships) But Phoenix pilots without this additional cruise-missile training are screwed. Their ships will be gathering dust in hangars before they relearn secrets of long range capital missiles shooting (really bad idea CCP - "Phoenix pilots, rejoice!" seems to have new meaning - nerf).
You can argue that it sucks all you want while not looking at the big picture, unfortunately most of us play EVE online not capships online, so while it may seem unbalanced (which it doesn't, because the moros and nag also have split weapon systems) while looking at just the cap ships, when you look at the weapon system as a whole it makes perfect sense. Sure they could make training for cap weapons the same for all races, then they can go and do the same thing for all the other ship sizes Don't complain just because the training differences between missiles and guns work in favor of guns for capital weapons, when for the rest of the game they favor missiles. |

Norris Packard
Wings of Redemption Black Flag Alliance
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Posted - 2009.10.22 22:30:00 -
[188]
Originally by: Cambarus
Originally by: Arra Lith
Originally by: Cambarus
...
Whats the point of this post? As you wrote it has nothing to do with capitals. And I dont think it is wise to use T2 Large hybrid turrets on capital ships ? And there is no T2 capital turrets atm. You think Caldari dont use T2 gunnery skills on battleships? To fly succesfully in sniping ops it is must to have Large Hybrid Turrets V and T2 Railguns to fit Rokh properly. Thats why Caldari ends up with 8m gunnery skills and 8m+ missile skills.
But this thread isnt about T2 training paths, but about capital weapons, so lets stick to that. And I dont see any point in forcing Phoenix and Naglfar pilots to spend 1m sp more than other dread pilots to be able to use close range and long range weaponry. As for Naglfar disadvantage isnt that big. They can just stick with projectiles AC / artillery swapping, as missiles is only 1/3 of damage (and 2 turrets deal same dps as 3 turrets of other dreads because of new ship and weapon bonuses). So just shoot at long range with artillery and keep torpedos in reserve - they can be still useful if something comes too close... (yeah it sucks, but at least they can still make use of their ships) But Phoenix pilots without this additional cruise-missile training are screwed. Their ships will be gathering dust in hangars before they relearn secrets of long range capital missiles shooting (really bad idea CCP - "Phoenix pilots, rejoice!" seems to have new meaning - nerf).
You can argue that it sucks all you want while not looking at the big picture, unfortunately most of us play EVE online not capships online, so while it may seem unbalanced (which it doesn't, because the moros and nag also have split weapon systems) while looking at just the cap ships, when you look at the weapon system as a whole it makes perfect sense. Sure they could make training for cap weapons the same for all races, then they can go and do the same thing for all the other ship sizes Don't complain just because the training differences between missiles and guns work in favor of guns for capital weapons, when for the rest of the game they favor missiles.
Moros is not a split weapon boat, all classes of ships need good drone skills.
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MiLojko
Paxton Industries Paxton Federation
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Posted - 2009.10.23 03:29:00 -
[189]
Originally by: Cambarus
Don't complain just because the training differences between missiles and guns work in favor of guns for capital weapons, when for the rest of the game they favor missiles.
Thats the biggest bull**** ever. First: having t2 torps trained with minimal prerequisites is useless. Even if you seriously decide to skip smaller stuff and wanna go straight into T2 fitted Raven then you not only need T2 torps but also need T2 cruises and all you also need support skills at proper levels.
Second: If you're looking at whole picture you will see that having whole subcapital missile tree properly trained include: 6x support skills at 5, 6x t1 weapons at 5 and 6x t2 weapons at 4. To have whole gunnery tree properly trained you need: 6x support skills at 5, 3x t1 weapons at 5 and 6x t2 weapons at 4. How is that in favor of missiles I really dont see.
But I guess its only logical to continue this discrimination at capital level.
Only thing that does work for missiles is the fact that you dont really need brains to use them.
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Cambarus
Clearly Compensating
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Posted - 2009.10.23 08:03:00 -
[190]
Originally by: MiLojko
Originally by: Cambarus
...
Thats the biggest bull**** ever. First: having t2 torps trained with minimal prerequisites is useless. Even if you seriously decide to skip smaller stuff and wanna go straight into T2 fitted Raven then you not only need T2 torps but also need T2 cruises and all you also need support skills at proper levels.
No, you don't. First off, cut the crap with support skills because we're not looking at them, both skill trees have em and we're not looking at what's the same between the 2 now are we? Second, the whole argument I was making is centered around the idea of easier specialization. Sure you COULD train t2 cruises as well as torps, but I'd argue that to fly a well fit raven you only need one of these (which I would argue would be torps). Look at the training time difference between a t2 fit blasterthron and a t2 fit torp raven (assuming same support skills), you'll see what I'm talking about.
Originally by: MiLojko
Second: If you're looking at whole picture you will see that having whole subcapital missile tree properly trained include: 6x support skills at 5, 6x t1 weapons at 5 and 6x t2 weapons at 4. To have whole gunnery tree properly trained you need: 6x support skills at 5, 3x t1 weapons at 5 and 6x t2 weapons at 4. How is that in favor of missiles I really dont see.
Since when do you need every skill maxed in order to properly fly any ship, let alone a subcap missile boat? Many of us don't use all lvl 5s when fitting ships in eft :P Again, it's a matter of ease of specialization. If I want t2 torps, all I need to train is torps V (come to think of it that actually IS what I'm training >_<), if (and ONLY IF) I decide I want, for example HAMs at a later date, it's just one level 5 skill away. It's ridiculous how easy it is to train for t2 missiles, because you get to pick and choose which ones you want.
Originally by: Norris Packard
Moros is not a split weapon boat, all classes of ships need good drone skills.
Then the phoenix is not a split weapon boat, because all caldari pilots should have good missile skills...
Moros is split weapons because not having awesome drone skills (by which I mean MAXED, or at least mostly to lvl 5) is a huge hindrance to any moros pilot, and while drone skills do carry over to most ships, sentries and heavies (which a moros most often uses) are used mainly on BSs, and the same could be said for every single split weapon dread's weapons/SP allocations.
Originally by: MiLojko
Only thing that does work for missiles is the fact that you dont really need brains to use them.
Clearly...  |

Norris Packard
Wings of Redemption Black Flag Alliance
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Posted - 2009.10.24 06:33:00 -
[191]
Originally by: Cambarus[quote=Norris Packard
Moros is not a split weapon boat, all classes of ships need good drone skills.
Then the phoenix is not a split weapon boat, because all caldari pilots should have good missile skills...
Moros is split weapons because not having awesome drone skills (by which I mean MAXED, or at least mostly to lvl 5) is a huge hindrance to any moros pilot, and while drone skills do carry over to most ships, sentries and heavies (which a moros most often uses) are used mainly on BSs, and the same could be said for every single split weapon dread's weapons/SP allocations.
Phoenix is not a split weapon boat, the only split weapon dread in the nag...
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Talaan Stardrifter
Blue-Sun
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Posted - 2009.10.24 07:49:00 -
[192]
So, assuming everyone should have drone skills...
Requirements for Capital Turrets (MAX Support Skills) Gunnery x1 256,000 Controlled Burst x2 512,000 Motion Prediction x2 512,000 Rapid Firing x2 512,000 Sharp Shooter x2 512,000 Surgical Strike x41,024,000 Trajectory Analysis x51,280,000 Small Turret x1(level 3) 8,000 Medium Turret x3 (level 3) 24,000 Large Turret x5 (level 5)1,280,000 TOTAL:5,408,000 Requirement for Capital Missiles (MAX Support Skills) Missile Launcher Operation x1 256,000 Warhead Upgrades x51,280,000 Target Nav. Prediction x2 512,000 Rapid Launch x2 512,000 Missile Projection x41,024,000 Missile Bombardment x2 512,000 Guided Missile Precision x51,280,000 Torpedoes x41,024,000 Cruise Missiles x5 (Dominion)1,280,000 TQ TOTAL:6,400,000 Dominion TOTAL:7,680,000
Unless I've missed a Gunnery support skill, clearly Missiles require more training to acheive their maximum effectiveness and after Dominion, with the addition of Citadel Cruise missiles, this disparity will only get worse.
So, please cease with the 'Missiles are easier to train' crap.
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Lusulpher
Blackwater Syndicate Ushra'Khan
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Posted - 2009.10.24 08:27:00 -
[193]
Originally by: Mynas Atoch Edited by: Mynas Atoch on 13/10/2009 05:14:44
The biggest issue I see is that a 16-18man dread fleet (ie 8-10 real players) will be able to reinforce a large POS and leave system in 12 minutes. Bringing the currently short range weapons into play is a good thing in gameplay terms, but the change in dynamic for dread fleets is going to wreak havoc on mining POS. While this fits well with CCP's professed goal of invconveniencing the "afk empire" by making it much more difficult to control moons outside their territory, its going to be rough on the smaller groups and independents.
Effectively its power creep.
Simple solution. Take away with the other hand. Nerf both. Give us the improved range, but bring dps from short range weapons down to closer to 25% more than current long range weapons. To keep the differentiation between ranges, cut dps from existing long range, and the new citadel cruise down to nearer 75% of existing dps, but extend the range of the weapons out to nearer the 200km, and balance skills and senor range for a single T2 sensor booster reaching this limit. Locus rigged (or equivelant) ships should need to add a second sensor booster to reach the extended range.
While we are at it, this power creep yet further highlights the imbalance in current POS weaponry. To compensate, cut fitting requirements for POS neuts and large guns to give pos more firepower while unattended and be truly deadly again with a full team of gunners. If a dread fleet can kill a POS, it should be equally as easy for a POS till kill a dread. Match the range and dps changes to dreads with range and dps to the POS weapons for long and short range weapons. POS torps, pulse, blasters and autocannon should seriously **** dreads up if they come into range for their short range weapons.
The Moros drone nerf is totally justified, especially out of siege, however sentry recovery in a fleet is a pain and is a specific handicap to moros pilots - consider increasing the speed of recalled sentries to partially compensate.
--
POS ... next time you look at them, can you give them the wormhole alien's AI? Or at least prioritize targets - EW should like logis and carriers, mediums should like BS, smalls should like small stuff and drones .. and those large guns? have them all hit the same target.
Why do you speak this Truth in public? Are you mad?! You've got to be insane to be speaking this correctly.
/Persianshout This is madness!

7 |

Marlona Sky
D00M. Triumvirate.
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Posted - 2009.10.24 08:31:00 -
[194]
What is funny is after reading this whole thread. I saw a number of people saying, "You nerfed <insert any race> again!!!"
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Kara'ina
|
Posted - 2009.10.24 11:08:00 -
[195]
The changes on capital guns look interesting. The proposed missile change I am not happy with and I feel is the wrong design choice. Reason for it being the extra training time added to make use of it and the fact the launcher and missiles can only be made after they have been released.
I would propose to keep just the current citadel torp launcher without any changes in skill requirements. The only thing required then is to change the missiles themselves. Give citadel torp launchers two sets of missiles, one short and one long ranged set. This is in line with current T2 torps which have a short range high damage and a long range less damage type. This will allow Phoenix and Naglfar pilots to keep using their current ships straight after the patch. There will also be no need for another lvl 5 skill, only fair as the other dread pilots also don't need to train new weapon skills. This will also mitigate the whines about missiles having travel time a bit as will be offset by the new flexibility of choosing range on their launchers and not needing to switch weapons for a short and long range setup.
I do hope this is the constructive feedback you requested CCP Abathur. |

Cambarus
Clearly Compensating
|
Posted - 2009.10.25 05:46:00 -
[196]
Originally by: Talaan Stardrifter So, assuming everyone should have drone skills...
I'd hardly expect non-moros dread pilots to have drone interfacing at 5 unless they trained for a carrier first. Good drone skills sure, but maxed? not a chance. TBH I very sincerely doubt anything other than a small minority have completely maxed skills for their dreads
Originally by: Talaan Stardrifter
Unless I've missed a Gunnery support skill, clearly Missiles require more training to acheive their maximum effectiveness and after Dominion, with the addition of Citadel Cruise missiles, this disparity will only get worse.
So, please cease with the 'Missiles are easier to train' crap.
Guided missile precision does not affect torps, much less citadel torps, but thank you for showing us that you've never actually flown a dread and are not knowledgeable enough about them to contribute to this discussion. With that skill removed you'll see it takes LESS SP to max out for missiles than dreads. Even with dominion, the moros still needs badass drone skills (whereas the other dreads just need decent drone skills) and the nag needs missiles AND guns, so why are people complaining about this horrible imbalance? |

iudex
|
Posted - 2009.10.26 02:45:00 -
[197]
Originally by: CCP Abathur 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.
Feedback: please leave the drone bonus as it is. People spend months training up Gallente BS 5, Dread 5 and certain drones which they don't use otherwise (e.g. sentry drones or heavy drones) so that they can use the Moros in it's special drone role. Because it's more than a dread: it's a unique ship that is in game for many years now, people trusted in the persistence of the game and that they can use it in the unique role, once they finished the training for it and spending millions of SPs.
Please don't breach their trust and ruin their game experience by removing this special role, no one needs this nerf and no one was asking for it. Don't equalise everything, as then it really makes no sense that there are different dreads or races, when they all have the same roles/stats/weapons. Please don't ruin this variety of racial ship roles and don't punish all those players that trained for the Moros in order to use it in it's drone role for nothing.
_____________________________________________________ My skills // Faction Standings: Serpentis +8.02 / Angel Cartel +9.24 / Gallente Federation -10.00 |

Gypsio III
Dirty Filthy Perverts
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Posted - 2009.10.26 10:44:00 -
[198]
No, it's just a dreadnought, it's there to engage stationary objects and other capitals, not to kill subcapitals. Remove the drone focus on the Moros entirely. I fly a Moros - but I don't use it to camp a kickout station in proabbly the most dangerous system in Eve.
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HeliosGal
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Posted - 2009.10.26 12:12:00 -
[199]
i ahve an idea why dont ccp introduce tech 2 capital weapons. WOuld seem like a natural progression really require higher up training and speciliasation how about xtra large beam specalisation ?
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Aalu Aullard
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Posted - 2009.10.26 21:30:00 -
[200]
I dont fly Moros, atleast not yet... Probably it is my next skillplan, havent decided.
About the Moros drone bonus, can it be set to affect only Sentry drones and leave lights, mediums and heavies unbonused? Also, i understand it needs more drone control range?
So like: +50% Sentry drone hitpoints and damage per lvl +10km drone control range per lvl
Im noob when it comes to dreadnought discussion, but what i think dpswise the order would be: 1. Naglfar 2. Phoenix 3. Moros 4. Revelation
Nag and Phoenix have the longest training times and use missiles (delayed damage), so they should be top on the list. Revelation (afaik) is easiest to use and has shortest training time to use effectively so it deserves its position its place at the bottom of the list. Moros is somewhere midway.
Lastly, i know that the station camping Moros does need nerfing, but it should be done by changing capital ship docking mechanics.
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Manfred Rickenbocker
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Posted - 2009.10.26 22:39:00 -
[201]
Originally by: Talaan Stardrifter So, assuming everyone should have drone skills...
Requirements for Capital Turrets (MAX Support Skills) Gunnery x1 256,000 Controlled Burst x2 512,000 Motion Prediction x2 512,000 Rapid Firing x2 512,000 Sharp Shooter x2 512,000 Surgical Strike x41,024,000 Trajectory Analysis x51,280,000 Small Turret x1(level 3) 8,000 Medium Turret x3 (level 3) 24,000 Large Turret x5 (level 5)1,280,000 TOTAL:5,408,000 Requirement for Capital Missiles (MAX Support Skills) Missile Launcher Operation x1 256,000 Warhead Upgrades x51,280,000 Target Nav. Prediction x2 512,000 Rapid Launch x2 512,000 Missile Projection x41,024,000 Missile Bombardment x2 512,000 Guided Missile Precision x51,280,000 Torpedoes x41,024,000 Cruise Missiles x5 (Dominion)1,280,000 TQ TOTAL:6,400,000 Dominion TOTAL:7,680,000
Unless I've missed a Gunnery support skill, clearly Missiles require more training to acheive their maximum effectiveness and after Dominion, with the addition of Citadel Cruise missiles, this disparity will only get worse.
So, please cease with the 'Missiles are easier to train' crap.
You need to remove Guided Missile Precision from your current TQ numbers, Citadel Torps arent affected by it. And it should be noted that missiles are easier to train for the T2 variants, as you dont need to train T2 Standards to train T2 heavies, etc. You also have the tradeoff that you can pick damage type. Ill agree that Citadel Cruises having their own skill is bogus, but dont complain that missiles are harder to train in general. ------------------------ Peace through superior firepower: a guiding principle for uncertain times. |

Yakia TovilToba
Halliburton Inc.
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Posted - 2009.10.27 00:48:00 -
[202]
Edited by: Yakia TovilToba on 27/10/2009 00:52:03
Originally by: Manfred Rickenbocker
You need to remove Guided Missile Precision from your current TQ numbers, Citadel Torps arent affected by it. And it should be noted that missiles are easier to train for the T2 variants, as you dont need to train T2 Standards to train T2 heavies, etc. You also have the tradeoff that you can pick damage type. Ill agree that Citadel Cruises having their own skill is bogus, but dont complain that missiles are harder to train in general.
He was talking about requirements for capital weapons, not t2 weapons. But even if we look at t2 requirements, you forget one thing: long- and shortrange turret skills are only split for specialisation, while long- and shortrange missile skills split from beginning. For example the turret user trains medium hybrid turrets, and then blaster and rail spec, while the missile user have to train heavy missiles and heavy assault missiles, and then the both specialisation skills (only heavy hybrids + 2 secs compared to torps AND cruise missiles AND 2 specs etc).
Next to that turrets share the same support skills across all races. If you like to switch from hybrids to lasers or projectiles, you only have to train the guns, while when you switch from missiles, your missile support skills are wasted. Also you don't waste anything by having to train the t2 weapons, since you can use the medium and small weapons, when flying smaller ships. It's not like you don't get anything for the longer waiting.
Edit: actually I don't care, I don't know why i have written this reply.
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Cheekything
Gallente Fallen Angel's Blade.
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Posted - 2009.10.27 01:35:00 -
[203]
CCP : We gunna nerf moros it better than carrier ZOMFG
Eve Players : Why?
Seriously CCP what is your stance on this everyone hate your new proposals.
You need to give the moros more DPS or better tank if you remove the drones (sorry but 20% is not a real bonus it's just a waste) so what are we doing here?
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EdFromHumanResources
Caldari GoonFleet GoonSwarm
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Posted - 2009.10.27 07:43:00 -
[204]
Originally by: Cheekything CCP : We gunna nerf moros it better than carrier ZOMFG
Eve Players : Why?
Seriously CCP what is your stance on this everyone hate your new proposals.
You need to give the moros more DPS or better tank if you remove the drones (sorry but 20% is not a real bonus it's just a waste) so what are we doing here?
Everyone in BladePERIOD maybe. I dont mind it, would like to see a use for guided missile precision though
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Cheekything
Gallente Fallen Angel's Blade.
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Posted - 2009.10.29 03:47:00 -
[205]
Originally by: EdFromHumanResources
Originally by: Cheekything CCP : We gunna nerf moros it better than carrier ZOMFG
Eve Players : Why?
Seriously CCP what is your stance on this everyone hate your new proposals.
You need to give the moros more DPS or better tank if you remove the drones (sorry but 20% is not a real bonus it's just a waste) so what are we doing here?
Everyone in BladePERIOD maybe. I dont mind it, would like to see a use for guided missile precision though
Make it into a nag?
Awesome
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Random Womble
Minmatar Emo Rangers Electric Monkey Overlords
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Posted - 2009.10.29 14:45:00 -
[206]
For anyone who thinks only people that fly moros actually train drone skills up your wrong. Most of the dread pilots i fly with including my characters have drone skills highly trained including T2 sentries as well as T2 heavies ect (and one of mine is a phoenix pilot...) only some of them fly moroses. Even this character which cant fly any dreads and does not really fly BS that often has T2 heavy and T2 sentries. So drone skills apply to all dreads.
With regards to the Moros bonus 50% always was overpowered 20% is still very good for killing sub caps.
I do think all sentries should have an expanded range on all ships and higher optimals to allow them to actually be a more direct alternative for sniping with perhaps a a 3-4x modifier to pilots drone control range then the moros could get as an added bonus with its other one of 20% damage ect 5% or 5km drone control range bonus to really get long range sents.
Also even with only a 20% bonus to drones dread 5 is still pretty nice for the boost to your guns alone.
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Random Womble
Minmatar Emo Rangers Electric Monkey Overlords
|
Posted - 2009.10.29 14:51:00 -
[207]
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
drone damage goes down from just over 1050 DPS to 600 DPS with orge 2s less with sentry drones while 15% increase in gun damage depending on setup is roughly a 400-750 DPS increase so actually damage wise its a boost and it applies to damage that can be applied at any range so its actually a boost when fighting caps or shooting POSs which really is the role of dreads and moros still can deal pretty nicely with support if it can lock them.
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Mike C
Caldari Ipuvaepe Industries
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Posted - 2009.10.29 22:54:00 -
[208]
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.
All the dreads had their low point and it's coming to that for Gallente, the sieged bonus only nerf is due.
Other then that, the citty torps should do WAY more damage relative to citty cruise. __________________________________________________
Originally by: Mike C Trolls - We keep Humanity alive... and kicking...
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HeliosGal
Caldari
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Posted - 2009.10.30 07:42:00 -
[209]
so buff cruise and reduce the citadel damage outputs and u get a bit more balance Signature - CCP what this game needs is more variance in PVE aspects and a little bit less PVP focus, more content more varied level 1-4 missions more than just 10 per faction high sec low sec and 00 |

Sith LordX
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Posted - 2009.10.30 09:23:00 -
[210]
Originally by: Lusulpher Edited by: Lusulpher on 24/10/2009 08:49:00
Originally by: Mynas Atoch Edited by: Mynas Atoch on 13/10/2009 05:14:44
The biggest issue I see is that a 16-18man dread fleet (ie 8-10 real players) will be able to reinforce a large POS and leave system in 12 minutes. Bringing the currently short range weapons into play is a good thing in gameplay terms, but the change in dynamic for dread fleets is going to wreak havoc on mining POS. While this fits well with CCP's professed goal of invconveniencing the "afk empire" by making it much more difficult to control moons outside their territory, its going to be rough on the smaller groups and independents.
Effectively its power creep.
Simple solution. Take away with the other hand. Nerf both. Give us the improved range, but bring dps from short range weapons down to closer to 25% more than current long range weapons. To keep the differentiation between ranges, cut dps from existing long range, and the new citadel cruise down to nearer 75% of existing dps, but extend the range of the weapons out to nearer the 200km, and balance skills and senor range for a single T2 sensor booster reaching this limit. Locus rigged (or equivelant) ships should need to add a second sensor booster to reach the extended range.
While we are at it, this power creep yet further highlights the imbalance in current POS weaponry. To compensate, cut fitting requirements for POS neuts and large guns to give pos more firepower while unattended and be truly deadly again with a full team of gunners. If a dread fleet can kill a POS, it should be equally as easy for a POS till kill a dread. Match the range and dps changes to dreads with range and dps to the POS weapons for long and short range weapons. POS torps, pulse, blasters and autocannon should seriously **** dreads up if they come into range for their short range weapons.
The Moros drone nerf is totally justified, especially out of siege, however sentry recovery in a fleet is a pain and is a specific handicap to moros pilots - consider increasing the speed of recalled sentries to partially compensate.
--
POS ... next time you look at them, can you give them the wormhole alien's AI? Or at least prioritize targets - EW should like logis and carriers, mediums should like BS, smalls should like small stuff and drones .. and those large guns? have them all hit the same target.
Why do you speak this Truth in public? Are you mad?! You've got to be insane to be speaking this correctly.
/Persianshout This is madness!

Also, did all you missile people forget about the cruel mechanic of missiles being inflexible with the sig rad/target to damage ratio? If you train Cruise you are expected to be hitting smaller targets at more range for better damage, than torps hitting smaller targets when not EVEN IN RANGE. That is how the Caldari are modeled. No joke, try it with a Raven/Caracal/Drake... In fact, the Caldari are modeled so they get access to ALL FOUR DAMAGE TYPES when in their fit range...that's an advantage you bastards like to downplay because you have no clue to use it more. And don't get me started on the tankability of ALL YOUR SHIPS.
If missiles had to be flown to the target by thought, your No Tracking, no defender missile system, FoF, longass range sniping, missilespam boats would be rare or nonexistant.
Target painters exist! They increase missile damage dealt on smaller targets. And that's how a Moros pilot feels with drone range in his highs...
/Signed for Citadel Missile skill instead of Torps/Cruise. /Signed for Moros bonus at 25% per lvl. /signed for multi-calibre launchers with penalties. Some of us like to crosstrain/fly... /signed for 5 Turrets, 4 Launcher, 5 High Nalglfar...Black power.
Fix aggro timer CCP. See this can of worms[****] you got rolling now.
Madness? THIS IS EVE!!!
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HeliosGal
Caldari
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Posted - 2009.10.31 05:29:00 -
[211]
quite correct eve is mad Signature - CCP what this game needs is more variance in PVE aspects and a little bit less PVP focus, more content more varied level 1-4 missions more than just 10 per faction high sec low sec and 00 |

Vadimik
Gallente
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Posted - 2009.10.31 05:55:00 -
[212]
Edited by: Vadimik on 31/10/2009 06:01:45
Originally by: CCP Abathur
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.
With drone bonus the way it is (i.e. +50%/lvl), moros has a role. Now you want to strip moros off that role, even though moros has had it ever since RMR and it's even mentioned in the ship description? Well, imo, it's a bad idea. Mostly because making all dreads "on par" turns into making all dreads "the same". And "compensating" drone bonus nerf with turrets buff only adds insult to injury: moros is stripped off it's role ok, and, instead of gaining a unique new role, it's just given some extra turret dps to make it look like an even trade for EFT warriors.
Following this logic, the next logical thing to do wound be to nerf dominix drones, cause it sure is better with drones than all other tier I BS's it's supposed to be "on par" with. And don't forget to nerf scorpion ECM next, EWar ship among BS's is obviously not "on par".
Now for the "constructive feedback": either keep moros's role intact (maybe lower it's turret DPS a tiny bit to make the tradeoff more obvious), or invent some new unique role for a moros and adjust bonuses accordingly.
Edit: spelling.
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HeliosGal
Caldari
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Posted - 2009.10.31 10:47:00 -
[213]
the only other bonus i can see for the moros is a 100% speed bonus. Signature - CCP what this game needs is more variance in PVE aspects and a little bit less PVP focus, more content more varied level 1-4 missions more than just 10 per faction high sec low sec and 00 |

Succubine
Caldari Succubine Dynasty Technologies
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Posted - 2009.10.31 16:28:00 -
[214]
Originally by: Vadimik or invent some new unique role for a moros and adjust bonuses accordingly.
Originally by: HeliosGal the only other bonus i can see for the moros is a 100% speed bonus.
I believe Moros with reduced MWD max cap penalty would make more sense for a Gallente ship. This would be in line with the Revelation's AFK pos killing role, the Phoenix's can't really switch damage type role, and the Naglfar's takes longest to train for role.
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gorak cz
Thundercats RAZOR Alliance
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Posted - 2009.10.31 16:31:00 -
[215]
Heeyyy, revelation got more range I feel discriminated !!! *aarghwhaarlbl*
I think all should have same stats same size and same facecolour. Lets rename them to standard f@ggernaut so we would all have better, gender and race balanced world to live in.
sorry couldnt help myself Inappropriate signature removed. Navigator |

H Zebra
Zebra Corp
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Posted - 2009.11.01 10:00:00 -
[216]
Originally by: CCP Abathur
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.[/quote
as a moros pilot with maxed skills, i kind of feel a little cheated. gallente are ment to be drone kings in eve, that is the role through out there ships. now i feel a little gimpped by the 20% per level damage, the reason i have gal dread 5 is for the 250% drone bonses. wouldnt have wasted ú15 training that level 5 otherwise.
ive been in a few large cap fleet fights and the only reason i got my place on as many kill mails is because of my drones. cos when a system gets over 800 peopel all shooting each other, we all know that extra 15% turret damage wont be worth S H I T when its a slide show of red turrets and lagging mods. so if you wish to continue screwing up the moros role make it 25% damage 25% range to drone control. least i wouldnt have to grab the lube after dom to make me feel a little better from another ccp shafting
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HeliosGal
Caldari
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Posted - 2009.11.01 10:08:00 -
[217]
perhaps its time to introduce pirate faction dreadnaughts the serpentis would surley give a speed bonus in line with the vindicator. Surley the pirate factions we see in the level 5 missions match up Signature - CCP what this game needs is more variance in PVE aspects and a little bit less PVP focus, more content more varied level 1-4 missions more than just 10 per faction high sec low sec and 00 |

H Zebra
Zebra Corp
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Posted - 2009.11.01 10:42:00 -
[218]
Of all the dreadnoughts currently in existence, the VERSATILE(NOT GIMPPED) Moros possesses perhaps the greatest capacity to fend off smaller hostiles by itself while concentrating on its primary capital target. By virtue of its protean array of point defense capabilities - including a drone bay capable of fielding vast amounts of drones to safeguard the behemoth - the Moros is single-handedly capable of turning the tide in a fleet battle.
Quoted to remind CCP Abathur of the intended role of the Moros
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Maxsim Goratiev
Gallente Imperial Tau Syndicate
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Posted - 2009.11.01 14:05:00 -
[219]
If CCP is reducing the bonus moros gets, the bonus should also apply to range, so that moros can use it's drones against other capitals. That way it's bonus will be applyable in capital fights, as well as when fending off smaller ships, and it can be counted as part of the ship's dps. Fix Destroyers |

Pohbis
Neo T.E.C.H.
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Posted - 2009.11.01 20:02:00 -
[220]
Edited by: Pohbis on 01/11/2009 20:05:05
Originally by: CCP Abathur 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
How can you expect the average EVE player to understand issues with missiles, when even CCP forgets about the 2 things called explosion radius and explosion velocity?
You've already shown us with the current rockets that you're pretty much oblivious to these stats. Please take a moment and actually look a them when doing these changes.
Also, I'm concerned about the "if it affects torps, it will affect cruises"-comment. Don't forget that this isn't how it works currently. Yes, I'm looking at "Guided Missile Precision".
If you insist on keeping the "2 seperate skills for torps/cruises" approach for XL launcher weapons, even tho it would be the only XL weapon type to have this, don't forget that cruises are affected by this skill. Torps are not... and don't feakin' pre-nerf the XL cruises because of this. They have faster explosion valocity and smaller explosion radius by design.
The only way Phoenix pilots are going to rejoice is if they're actually getting a boost with these changes. Currently it looks like they're going to have to train for another capital weapon system, which has similar stats to what they have now.
A torp-fitted Phoenix will be a rare sight.
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Kanatta Jing
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Posted - 2009.11.03 02:15:00 -
[221]
Is POS spam is replaced with STOP spam and STOP's have no bubbly shield then Torps, Blasters, Pulses and Auto-cannons already have a good sized buff coming their way.
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s73v3n2k
Caldari UK Corp Mostly Harmless
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Posted - 2009.11.03 18:45:00 -
[222]
citadel cruise missiles are a nice idea for caldari dread pilots the extra skill is a bad idea. The big question is why ? just rename the current citadel torp skill to just citadel missile skill and then it keeps everything in line with the other capital weapons. Either that or release an extra skill for capital beams, capital rails and capital arties and be done with it.
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Kreonny
Minmatar R.U.S.H Red Alliance
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Posted - 2009.11.04 16:28:00 -
[223]
6*2500: Optimal-20km Falloff-19km (Now on test).
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Blazde
4S Corporation Morsus Mihi
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Posted - 2009.11.05 06:28:00 -
[224]
Edited by: Blazde on 05/11/2009 06:36:16 Looks like it's all-change, even long range weapons too now. The short range weapons have some of their characteristic variations back (they still look odd to me ), long range have some tweaks to optimal and falloff (Giga Beam looks range impotent at first glance), both have heavily reduced tracking, titans have lost their -50% tracking penalty (Edit: Ragna still has it in it's description at least), siege module now has only -50% tracking which I think would make in-siege tracking with long-range weapons three times what it is now. I'll hold off serious criticism until we get the reasoning, and the missile changes.
Abathur, don't forget if you're changing the rof on the short-range turrets you prob want to change the Heat Damage stats to compensate. Plus the projectile weapons already had much lower heat output which was presumably because the Nag originally relied on 4 weapons instead of 3. Now it gets the majority of it's dps from projectiles (and you'd be silly to overload it's missiles in some scenarios) the split weapons are more of an advantage than a disadvantage heat wise, and with the Ragnarok using projectiles too now they need the same heat-per-second as hybrids and lasers. _
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Hot Tubes
Sardaukar Merc Guild General Tso's Alliance
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Posted - 2009.11.05 21:28:00 -
[225]
Has the Moros' drone bonus been brought back up to 50%?
It has been on the test server anyway:
Linkage
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sawtell69
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Posted - 2009.11.05 22:13:00 -
[226]
Hmm - I like that fact that ccp is trying to improve and keep the game up to date but for the amount of changes and un-sure ideas towards the moros, is killing it. Keep it how it is bugger off the nerf..
My thoughts.
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Yaay
Game-Over
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Posted - 2009.11.06 15:12:00 -
[227]
I don't really get why the rail damage mod and the blaster damage mod are so close to each other.
By boosting the rail, you've virtually assured us that nobody will use blasters still.
It's somewhere in the range of 22% more damage for blasters, but the trade off in range is so huge, why would anyone use them. Just from a practical standpoint, would you rather shoot a tower at 30km right on the edge of the shields with the risk of bumps moving you out of optimal, or would you rather shoot the tower at 60km with Antimatter w/o fear of losing optimal performance.
Plus the added benefit of rails adapting to hotdrop situations better.
Blasters need more damage. I would increase the mode to at least 9, maybe even 9.5 which would give it closer to the 40% typical advantage blasters have over rails.
Or ya know, ya could redefine dreads totally, but that's just my opinion.
DD changes
Docking PVP games |

Cheekything
Gallente Fallen Angel's Blade.
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Posted - 2009.11.07 02:20:00 -
[228]
Originally by: Hot Tubes Has the Moros' drone bonus been brought back up to 50%?
It has been on the test server anyway:
Linkage
Did they ever change the description in the first place?
But hopefully they have and ditto on Yaays remark on the blasters give more damage over rails, the benefit of more tracking when hitting still targets whilst being still is a tad stupid.
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Ezekiel Sulastin
Gallente Shiva Morsus Mihi
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Posted - 2009.11.07 19:05:00 -
[229]
Edited by: Ezekiel Sulastin on 07/11/2009 19:05:10 From the titan thread:
Originally by: CynoNet Two Edited by: CynoNet Two on 07/11/2009 18:30:36
Originally by: Zeveron I dont know how complex this is, but I know that I cannot fit 7 launchers to have comperable dps with ALL other titans.
You may want to run through your figures again there champ. As things stand on sisi right now, the Leviathan does more damage with 6 launchers than the avatar and erebus do with 6 turrets.
Originally by: Serena Ku I noticed the turreted titans' damage bonuses are reduced to 200% per level, and the tracking penality was removed from the description. Looks like a fair compromise. What is the official statement regarding these changes?
Seleene has reverted his changes back to their previously silly levels.
Longer range XL guns have had their damage mods dropped by around 10-20%, including the 1000mm rail which has been rolled back to remove the recent 15% buff. Titans had their weapon bonuses reduced (avatar lost its cap use bonus, erebus lost 25% damage per level, levi dropped from -10% rof to -5%). All XL guns have had their base tracking nerfed by 50-80%. The tracking penalty on siege mods was dropped to -50% to compensate. Titans will struggle to hit sub-caps and dreads will only be useful for shooting structures and dying to supercaps.
Biggest BS blob wins every time.
So what's the plan for capital weapons now?
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Cheekything
Gallente Fallen Angel's Blade.
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Posted - 2009.11.09 17:26:00 -
[230]
Originally by: Ezekiel Sulastin Edited by: Ezekiel Sulastin on 07/11/2009 19:05:10 From the titan thread:
Originally by: CynoNet Two Edited by: CynoNet Two on 07/11/2009 18:30:36
Originally by: Zeveron I dont know how complex this is, but I know that I cannot fit 7 launchers to have comperable dps with ALL other titans.
You may want to run through your figures again there champ. As things stand on sisi right now, the Leviathan does more damage with 6 launchers than the avatar and erebus do with 6 turrets.
Originally by: Serena Ku I noticed the turreted titans' damage bonuses are reduced to 200% per level, and the tracking penality was removed from the description. Looks like a fair compromise. What is the official statement regarding these changes?
Seleene has reverted his changes back to their previously silly levels.
Longer range XL guns have had their damage mods dropped by around 10-20%, including the 1000mm rail which has been rolled back to remove the recent 15% buff. Titans had their weapon bonuses reduced (avatar lost its cap use bonus, erebus lost 25% damage per level, levi dropped from -10% rof to -5%). All XL guns have had their base tracking nerfed by 50-80%. The tracking penalty on siege mods was dropped to -50% to compensate. Titans will struggle to hit sub-caps and dreads will only be useful for shooting structures and dying to supercaps.
Biggest BS blob wins every time.
So what's the plan for capital weapons now?
Reprocess them and stick Large guns on instead 5X bonus with 3 rails shouldn't be so bad 
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Theron Gyrow
Gradient Electus Matari
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Posted - 2009.11.11 09:10:00 -
[231]
I did some number-crunching with numbers reported from SiSi - if you notice mistakes / wrong numbers, please let me know.
<tl;dr> Naglfar > Phoenix >>>>>>> Revelation > Moros. </tl;dr>
All dreads with maxed skills, 3*damage mod, 5*Bouncer II, short-range weapons and ammo:
Phoenix (new kinetic torps): 8547 DPS (8285 DPS from torps), 37km range. Naglfar (new EMP/PP/Fusion ammo, new torps): 8470 DPS, 12.5km optimal and 24km falloff for guns (6202 DPS from them), 37km range for torps (2005 DPS from them). Almost full damage type choice. Moros (with 20%/level to drones): 6941 DPS (6416 DPS from guns), 15km optimal and 11km falloff. Revelation: 6485 DPS (6223 DPS from guns), 20km optimal and 6km falloff.
In other words, the ships not needing cap to fire, able to pick the damage type they do (even if only somewhat with Phoenix) _and_ better able to fit damage mods do about 1/4-1/3 more damage than the ships that need cap and are stuck with the damage types and which gimp their tank worse when fitting damage mods. No, this is not balanced.
All dreads with maxed skills, 3*damage mod, 5*Bouncer II, long-range weapons and shortest-range ammo (if no changes to arty DPS and rail/beam RoF same as in TQ):
Phoenix (new kinetic cruises): 3671 DPS from missiles + 263 DPS from drones = 3934 DPS total, theoretical range 157km. Naglfar (new arty ammo, new cruises): 4535 DPS (3443 from arty, 1092 from missiles) + 263 DPS from drones = 4798 DPS total, 45km optimal + 87.5km falloff for arty, 157km range for cruises. Moros (with 20%/level to drones): 3182 DPS + 525 DPS from drones = 3707 DPS total, 60km optimal + 30.6km falloff (60km max range for drones) Revelation: 3743 DPS + 263 DPS from drones = 4006 DPS total, 45km optimal + 28km falloff
I don't know if Naglfar will be badly enough hampered by the long-range ammo change that Moros/Revelation will be competitive at extreme-range sniping, but even if that was a viable tactic to use, the balance seems pretty bad here, too. -- Gradient forum |

Yakia TovilToba
Halliburton Inc.
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Posted - 2009.11.11 12:30:00 -
[232]
When comparing ranges, don't forget that you can easily extend the turret optimal ranges by 30% with a med-slot module or a little less with a low-slot module. The ranges for missiles are final (except implants) if you don't plan to do something stupid, such as fitting velocity/flight-time rigs on a dread.
If your numbers are right, the Moros sucks and desperately needs his 50% out of siege drone damage bonus back. On the long run, there can't be 3 turret dreads with substantial differences, when everything should be balanced, unless they have some special side-features, which justify certain unbalances. The feature of the Moros, being able to fight sub-capitals effectively out of siege, has been removed, now it must have comparable damage/range stats as the rest of the dreads ... that's rather dull and removes a lot of the racial diversity, but apparently that's the new direction the devs are heading, if they nerf the drone bonus of the Moros.
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Mike Yass
GoonFleet GoonSwarm
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Posted - 2009.11.11 22:20:00 -
[233]
Originally by: Vadimik Edited by: Vadimik on 31/10/2009 06:01:45
Originally by: CCP Abathur
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.
With drone bonus the way it is (i.e. +50%/lvl), moros has a role. Now you want to strip moros off that role, even though moros has had it ever since RMR and it's even mentioned in the ship description? Well, imo, it's a bad idea. Mostly because making all dreads "on par" turns into making all dreads "the same". And "compensating" drone bonus nerf with turrets buff only adds insult to injury: moros is stripped off it's role ok, and, instead of gaining a unique new role, it's just given some extra turret dps to make it look like an even trade for EFT warriors.
Following this logic, the next logical thing to do wound be to nerf dominix drones, cause it sure is better with drones than all other tier I BS's it's supposed to be "on par" with. And don't forget to nerf scorpion ECM next, EWar ship among BS's is obviously not "on par".
Now for the "constructive feedback": either keep moros's role intact (maybe lower it's turret DPS a tiny bit to make the tradeoff more obvious), or invent some new unique role for a moros and adjust bonuses accordingly.
Edit: spelling.
This. The moros is a lousy dread for shooting towers and shooting caps. Its only redeeming feature is it's ability to damage out of siege.
If anything, the moros needs a subtle buff. Despite CCP's flawed logic, the moros in no way infringes on the role of the carrier. While it might be problematic in lowsec, that is more a function of lousy aggression mechanics.
To get the moros where it needs to be, it should keep the 15% hybrid damage bonus and the 50% drone bonus, but also add a third sieged targeting slot. This would the moros much more effective in hotdrops, where at times target calling is limited by lock time, as well as making it a lot easier to mange. This would also allow it to more effectively leverage its drones against subcaps in siege, which it can barely do in an effective manner now. It affects none of the in siege properties.
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Fuujin
GoonFleet
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Posted - 2009.11.11 22:48:00 -
[234]
So CCP...any reason that citadel torps have twice their current lousy explosion radius? And the new "cruise" missiles have WORSE than present torp's radius?
Fun fact, with max skills and a T2 rig, citadel cruise can maybe do half damage on large pos mods!
POS shooting is still going to be a large part of the game in Dominion. Please fix citadel missiles to be able to hit static targets. Thanks!
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Hot Tubes
Sardaukar Merc Guild General Tso's Alliance
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Posted - 2009.11.12 00:45:00 -
[235]
Originally by: Yakia TovilToba ...the Moros sucks and desperately needs his 50% out of siege drone damage bonus back...
As I said just earlier, on SiSi right now the Moros has 50% drone bonus per level.
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Amy Wang
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Posted - 2009.11.12 10:31:00 -
[236]
Those numbers are well too high, especially for the Nag and Phoenix but also in general.
Not that short range guns should not outdamage long range guns bit a margin to make up for reduced range but together with the removal of pos as prime targets (neither stations, nor HUBs nor (super)capitals have a shield perimeter like a pos preventing dreads from being point blank on them) this seems way over the top.
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Captain Plumb
Gallente Ghost Festival
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Posted - 2009.11.12 14:09:00 -
[237]
In my opinion, if the Moros is getting it's drone bonus nerfed, then ideally CCP needs to let the moros use sentries and other drones above the max of 45k, so it can actually use it's bonus to the full extent. As for the explosion radii on the new citadel cruises and the changes to citadel torps? You might want to look that one over again CCP and ask yourselves why the already borderline phoenix needs to be nerfed into the ground even more.
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Arkady Sadik
Minmatar Gradient Electus Matari
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Posted - 2009.11.12 22:20:00 -
[238]
SiSi Naglfar:
Quote: Minmatar Dreadnought Skill Bonus: 5% bonus to Capital Projectile damage per level 5% bonus to Missile Launcher rate of fire per level.
:-(
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Seneram
Caldari B'haxed Productions The Dominium
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Posted - 2009.11.13 00:48:00 -
[239]
Originally by: AL G0RE
Originally by: Eheufaucan
Gallente:
56,3 + 12,5 km Standard 28,1 + 12,5 km Short 90,0 + 12,5 km Long (75,0 + 30,0 km with T2 Warden Sentry)
Only way you will be able to fully use that drone range if by filling your high-slots with drone link augs... other wise you are capped out at something like 50km due to the control range
Sentrys are snipers so you get about 65 KM with them in firing range. ------------------------------------------------- PewPew |

Oedus Caro
Caldari Cross Roads
|
Posted - 2009.11.13 05:08:00 -
[240]
Originally by: Theron Gyrow I did some number-crunching with numbers reported from SiSi - if you notice mistakes / wrong numbers, please let me know.
All dreads with maxed skills, 3*damage mod, 5*Bouncer II, short-range weapons and ammo:
Phoenix (new kinetic torps): 8547 DPS (8285 DPS from torps), 37km range. Naglfar (new EMP/PP/Fusion ammo, new torps): 8470 DPS, 12.5km optimal and 24km falloff for guns (6202 DPS from them), 37km range for torps (2005 DPS from them). Almost full damage type choice. Moros (with 20%/level to drones): 6941 DPS (6416 DPS from guns), 15km optimal and 11km falloff. Revelation: 6485 DPS (6223 DPS from guns), 20km optimal and 6km falloff.
In other words, the ships not needing cap to fire, able to pick the damage type they do (even if only somewhat with Phoenix) _and_ better able to fit damage mods do about 1/4-1/3 more damage than the ships that need cap and are stuck with the damage types and which gimp their tank worse when fitting damage mods. No, this is not balanced.
All dreads with maxed skills, 3*damage mod, 5*Bouncer II, long-range weapons and shortest-range ammo (if no changes to arty DPS and rail/beam RoF same as in TQ):
Phoenix (new kinetic cruises): 3671 DPS from missiles + 263 DPS from drones = 3934 DPS total, theoretical range 157km. Naglfar (new arty ammo, new cruises): 4535 DPS (3443 from arty, 1092 from missiles) + 263 DPS from drones = 4798 DPS total, 45km optimal + 87.5km falloff for arty, 157km range for cruises. Moros (with 20%/level to drones): 3182 DPS + 525 DPS from drones = 3707 DPS total, 60km optimal + 30.6km falloff (60km max range for drones) Revelation: 3743 DPS + 263 DPS from drones = 4006 DPS total, 45km optimal + 28km falloff
I don't know if Naglfar will be badly enough hampered by the long-range ammo change that Moros/Revelation will be competitive at extreme-range sniping, but even if that was a viable tactic to use, the balance seems pretty bad here, too.
Barely more than two weeks to go now and crap like this is still being touted by CCP as "balanced" - my oh my. Pretty planets aside, I have a bad feeling this patch is going to be a proper debacle, CCP. Get with it, SoonÖ. 
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Theron Gyrow
Gradient Electus Matari
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Posted - 2009.11.13 09:44:00 -
[241]
Originally by: Arkady Sadik SiSi Naglfar:
Quote: Minmatar Dreadnought Skill Bonus: 5% bonus to Capital Projectile damage per level 5% bonus to Missile Launcher rate of fire per level.
:-(
... Oh-kay. If this stays, my take on the numbers:
Short-range Naglfar with 2*BCU2, 1*Gyro2 will get 2795 DPS from ACs (with new EMP), 3929 DPS from torps and 263 DPS from Bouncer IIs, so 6987 DPS total. Very close to Moros/Rev. Phoenix will do about 22% more.
Long-range with same 2*BCU2, 1*Gyro2 will get 1552 DPS from arties (with EMP), 2140 DPS from cruises and 263 DPS from Bouncer IIs, so 3955 DPS total. Pretty similar to other dreads. -- Gradient forum |

Fuujin
GoonFleet
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Posted - 2009.11.13 15:00:00 -
[242]
Originally by: Oedus Caro
Originally by: Theron Gyrow I did some number-crunching with numbers reported from SiSi - if you notice mistakes / wrong numbers, please let me know.
All dreads with maxed skills, 3*damage mod, 5*Bouncer II, short-range weapons and ammo:
Phoenix (new kinetic torps): 8547 DPS (8285 DPS from torps), 37km range.
In other words, the ships not needing cap to fire, able to pick the damage type they do (even if only somewhat with Phoenix) _and_ better able to fit damage mods do about 1/4-1/3 more damage than the ships that need cap and are stuck with the damage types and which gimp their tank worse when fitting damage mods. No, this is not balanced.
All dreads with maxed skills, 3*damage mod, 5*Bouncer II, long-range weapons and shortest-range ammo (if no changes to arty DPS and rail/beam RoF same as in TQ):
Phoenix (new kinetic cruises): 3671 DPS from missiles + 263 DPS from drones = 3934 DPS total, theoretical range 157km. Revelation: 3743 DPS + 263 DPS from drones = 4006 DPS total, 45km optimal + 28km falloff
I don't know if Naglfar will be badly enough hampered by the long-range ammo change that Moros/Revelation will be competitive at extreme-range sniping, but even if that was a viable tactic to use, the balance seems pretty bad here, too.
Barely more than two weeks to go now and crap like this is still being touted by CCP as "balanced" - my oh my. Pretty planets aside, I have a bad feeling this patch is going to be a proper debacle, CCP. Get with it, SoonÖ. 
Well, if it makes you feel better the Phoenix and citadel portion of the Naglfar's DPS will only be doing HALF the max DPS unless its shooting at a Titan. The Explosion Radius nerf is very severe in that regard. And forget about shooting ANYTHING smaller than a dread or medium tower--you'll do less damage than a Thorax.
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Mioelnir
Minmatar Meltdown Luftfahrttechnik
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Posted - 2009.11.13 15:31:00 -
[243]
No, nononononononononoooo. Don't reintroduce split weapon bonuses *sob* They are evil and we just got rid of them. Please.
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Ragel Tropxe
DEATHFUNK Atlas Alliance
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Posted - 2009.11.13 16:38:00 -
[244]
Edited by: Ragel Tropxe on 13/11/2009 16:41:56 so CCP, whats the rationale for
a/ Nerfing the Naglfar (after years of waiting for it to be buffed) b/ The ridiculous numbers of the cit torp and cit cruise explosion velocity???
I have now lost what little faith I had in your ability to balance the game. what is going on??
p.s dont think by just sneaking these changes onto sis you can get away with stealth nerfs - people spot these changes and then it looks like your being less than honest with your customers
p.s to all you EFT warriors spouting massive theoretical dps numbers - consider the effect of 1. missile speed 2. explosion velocity. I do hope CCP isnt taking any notice of the numbers you are producing to base their balance decisions on
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Elaron
Jericho Fraction The Star Fraction
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Posted - 2009.11.13 17:33:00 -
[245]
Originally by: Arkady Sadik SiSi Naglfar:
Quote: Minmatar Dreadnought Skill Bonus: 5% bonus to Capital Projectile damage per level 5% bonus to Missile Launcher rate of fire per level.
:-(
We've only just had the Naglfar refocussed to have its damage primarily turret based.
Reconsider this, CCP. If you need to reduce capital ship damage, so be it, but don't undo the granting of the focus that the ship was finally given after years of petitioning for it.
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Pattern Clarc
Blue Republic
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Posted - 2009.11.13 20:29:00 -
[246]
I don't even believe dread damage reduction is a wise move anyway. Either way there needs to be some sort of none godawful explanation for what the hell the vision is, and your rationale for random nerf's. ____ Domination Balance (Or how we fix the Tempest) |

Elaron
Jericho Fraction The Star Fraction
|
Posted - 2009.11.13 20:43:00 -
[247]
I'm going to reserve judgement on what looks like an across-the-board reduction in capital ship damage until I see the blog that has been mentioned that is forthcoming. Until then, I feel that reversing the much-requested focus on turret damage for the Naglfar is by far the greater of the two evils.
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Scatim Helicon
GoonFleet GoonSwarm
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Posted - 2009.11.14 02:25:00 -
[248]
Naglfars were clearly completely overpowered.
Jesus christ CCP, are you into the 'make balance decisions by throwing darts at the wallchart' phase of dominion now? The naglfar was finally starting to look like a competitive choice and actually justify the extra training time we had to shovel into the split weapons systems, and now (on top of hitting us for even more training time with the Citadel Cruises) it gets a pointless nerf out of the blue and returns to split bonuses because, hey, we can't minmatar actually being good at anything, now can we?
Your only saving grace here is that people are so dumbfounded by the modifications you've announced to the 0.0 economy, and the ongoing supercap farce, that this stealth Naglfar nerf has slipped out almost unnoticed. So congratulations on that, I guess.
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Scatim Helicon
GoonFleet GoonSwarm
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Posted - 2009.11.14 02:33:00 -
[249]
As an aside, I'd like to point out that having spent most of this week posting in agreement with AAA, Atlas and IT alliance members about various dumb changes for Dominion, I'm now posting in a thread where I, as a goon am in agreement with a member of the ****ing STAR FRACTION.
what the hell is going on here
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Draahk Chimera
Priory Of The Lemon Atlas Alliance
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Posted - 2009.11.14 10:25:00 -
[250]
So... When dreads came out and was new and exiting I trained up Caldari BS 5, since I already had torpedoes 5. Since then I have been the object of ridicule and scorn for flying the LOLdread, doing 1/3 of the dps of other dreads, and this with a 30s delay to the damage. Having already switched to flying mostly minmatar on all other shipclasses I decided enough is enough and two weeks ago I started training minmatar bs 5. And then CCP goes and makes naglfar the LOLdread II, again! Sure the nerfbat goes around the races all the time, back in the day amarr was the LOLrace for pvp, then they where fixed and minmatar was screwed and so forth. So training a new race for HACs and stuff once in a while is inevitable. But for dreads it's just too much bloody work. Just keep nag the way it is so caldari and minmatar pilots can be effective in dreadfleets too, please.
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Seishi Maru
The Black Dawn Gang
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Posted - 2009.11.14 17:44:00 -
[251]
OMFG.. naglfar is WEAKER than it used to be ? Who in hell had this incredbly stupid idea?
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DigitalCommunist
November Corporation
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Posted - 2009.11.14 21:42:00 -
[252]
Edited by: DigitalCommunist on 14/11/2009 21:42:39 WHAT
1. The Ion Siege, Dual Giga Pulse and 6x2500mm should be removed from the game. 2. Their role should be partially replaced by Siege Module scripts.
WHY
1. If you commit to taking down a POS you risk being hotdropped by an enemy who will decide the engagement range. Even if your newly-improved Ion Siege can hit a large POS at optimal, no one would trade a slight damage bump for the complete inability to do anything at range. 2. Large fleets will still idle in front of a tower for 10 minutes in siege mode even if they have the DPS to raze it in 5. Past some point, short range weapons have zero purpose even when there is absolutely no risk of hotdrop. 3. There are no point-blank capital engagements where everybody is in optimal of short range guns because capitals will bump and spread wide even if both sides don't want them to. 4. Long range guns can hit other dreadnaughts at short ranges perfectly fine, since they're both stationary.
HOW
1. Create three scripts for mandatory use with Siege Module 1. 2. First script makes ship and siege perform the same as it does now. 3. Second script +15% damage, 2x strontium cost, 20 minute duration timer. 4. Third script +25% damage, 2.5x strontium cost, 30 minute duration timer.
BENEFITS
1. Dreadnaughts have more flexibility within their specific role while reducing the fitting variations that complicate the balancing process. 2. Lowers barriers to entry like excessive siege times for smaller groups without lowering consequences and risk. 3. Lowers the effort and time needed to clear out a broken alliance's infrastructure, while simultaneously giving said alliance an easier opportunity to strike back.
If you can't tell by now, I am not really a fan of these changes because the concept of short range dreadnaught guns is pretty dumb to begin with. Scripts would move tactical decision making to the field, away from the paper-rock-scissors gamble of the fitting screen.
And no, this isn't a new suggestion either, nor do I expect it to enter Dominion this late. But I've asked for it many times, and I feel its worthwhile to repeat better options even when they're not taken. People on both sides of the fence should never start assuming that a change made with good intentions will actually yield positive results. CCP's hit rate is under 50% and I imagine these tweaks won't be anything terribly relevant for improving cap warfare.
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Blazde
4S Corporation Morsus Mihi
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Posted - 2009.11.16 07:06:00 -
[253]
I give up. It was only a few months ago that the Nag and Phoenix (torps really) were balanced. That was difficult enough but very well done in the end and widely regarded as a success.
Most would agree some form of second XL missile type would be cool, but what is the justification for turning everything else on it's head? There are plenty of problems in EVE but balance between XL weapons, and balance between dreads, is surely not one of them.
Now all the feedback I've invested time in giving over the past months because I want to see the small kinks particularly in cap warfare ironed out, to make EVE a better game, seems to be entirely worthless because the rug is being turned upside down and nothing I've commented on exists anymore. Either you care about our feedback or you don't. I'm fairly happy either way (so long as you don't mess things up so much I need to find another game), but please don't keep telling us you want feedback if really you don't.
So is there actually any rationale for these changes or does CCP finally have too many game designers that now need to look for something to play with for the sake of it, so they have something to do? _
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Kai Lae
Gallente Shiva Morsus Mihi
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Posted - 2009.11.16 14:41:00 -
[254]
I'd love to hear what kind of justification you have for:
#1. Range nerfing the short range weapons. Falloff/optimal differentials may have needed a look, but why the sudden reduction? #2. Nerfing the naggy. Which was so clearly superior to everything before. YOU JUST FIXED THIS SHIP. Look around for the complaints about how overpowered it is. Hint: It's not overpowered. #3. Capital missile explosion radius making them ineffective against anything the size of a small moon. I can see having them not hit BS well, but not hitting other capitals well?
We'd love to give feedback on your ideas, but currently, what exactly are your ideas, because it seems you're changing them constantly, and nerfing things that didn't need them as well.
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The Economist
Logically Consistent
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Posted - 2009.11.16 17:08:00 -
[255]
Originally by: Kai Lae
We'd love to give feedback on your ideas, but currently, what exactly are your ideas, because it seems you're changing them constantly, and nerfing things that didn't need them as well.
Also gotta echo some of digi's sentiments....how and why exactly do you expect short range capital weapons to get used? Why being the most important one, I mean, do you understand the basics of how capital warfare works? They're a nice idea, but not a well thought out one.
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Myrkala
Minmatar Aurora Acclivitous
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Posted - 2009.11.16 19:08:00 -
[256]
I knew it was too good to be true, Minmatar pilots have to go back to comitting more slots to have comparable dps, resulting in lower dps.
Or they can use those slots to have a comparable tank to the other dreads but lower dps.
Either way you can never have both comparable damage and dps. Oh and you also have to train more skills to be fly this thing.
The changes to the naglfar were not just about dps, they were about it being unfair to train longer for something and as a consequence use more slots to be comparable in either.
The old naglfar changes enabled it to be comparable in both DPS and EHP. Can we have them back please?
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Hun Jakuza
24th Imperial Guard
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Posted - 2009.11.17 11:14:00 -
[257]
Another gallente and minmatar dread nerf again, congratulation CCP and Nozh.
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Nye Jaran
|
Posted - 2009.11.17 17:16:00 -
[258]
Originally by: Hun Jakuza Another gallente and minmatar dread nerf again, congratulation CCP and Nozh.
Actually I think the only dread to emerge relatively unscathed is the Revelation. Phoenix pilots are worthless when engaging anything smaller than a medium tower, and they need to train Citadel Cruise now.
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Hun Jakuza
24th Imperial Guard
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Posted - 2009.11.18 06:32:00 -
[259]
Originally by: Nye Jaran
Originally by: Hun Jakuza Another gallente and minmatar dread nerf again, congratulation CCP and Nozh.
Actually I think the only dread to emerge relatively unscathed is the Revelation. Phoenix pilots are worthless when engaging anything smaller than a medium tower, and they need to train Citadel Cruise now.
Wait. A minmatar need to train for capitals: Cap armor and shield tank, capital guns, citadel torp and citadel cruise. Do you want to talk about more from citadel cruise missile ?
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Xandor M
|
Posted - 2009.11.18 07:19:00 -
[260]
Seriously though, something needs to be done about the explosion radius of citadel torpedos/cruise missiles. The fact that a large portion of the damage is negated when shooting things like small control towers (which btw are what they're designed to shoot we're not talking shooting other capital ships here) is just outright silly.
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Nye Jaran
|
Posted - 2009.11.18 16:51:00 -
[261]
Originally by: Hun Jakuza
Originally by: Nye Jaran
Originally by: Hun Jakuza Another gallente and minmatar dread nerf again, congratulation CCP and Nozh.
Actually I think the only dread to emerge relatively unscathed is the Revelation. Phoenix pilots are worthless when engaging anything smaller than a medium tower, and they need to train Citadel Cruise now.
Wait. A minmatar need to train for capitals: Cap armor and shield tank, capital guns, citadel torp and citadel cruise. Do you want to talk about more from citadel cruise missile ?
I'm aware of this, since I do fly a Nag and have trained all of those skills (except Citadel Cruise, of course). I wasn't talking about who got nerfed the most. I was pointing out that the quoted post overlooked the nerf to the phoenix and the only race to come through this with a relatively untouched dread is the Amarr. Think it's time to start a "Nerf the Rev!" thread :p
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Succubine
Caldari Succubine Dynasty Technologies
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Posted - 2009.11.18 18:13:00 -
[262]
Switch a turret hardpoint to a missile launcher hardpoint on the Revelation and Moros while also giving them a split weapon bonus.
Lets see where the chaos leads.
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Cheekything
Gallente Fallen Angel's Blade.
|
Posted - 2009.11.19 01:09:00 -
[263]
Originally by: DigitalCommunist
Stuff
I don't think you've ever flown a dread before we don't want more damage at the cost of more time which i might add contradicted you point about what's the point of it if your still stuck in siege.
On to my other point.
Dread pilots want to kill stuff and kill everything and frankly should be able to be used as big heavy *****es again only to fear other dreads.
Screw the tracking penalties for starters if a bs isn't moving you should be able to put a huge hole through it's hull at maximum damage say 200% per a dread level then the Siege mod should give a 5 times mod right away so that towers and other structures can fear the dreads.
Dreads are meant to be feared why are you making them all soft and spongy with child safey stickers on them.
CCPs current line of thinking is just going to make eve boring you keep adding more HP to things we have to kill then making our guns that kill them smaller, the new weapons looked great when I first saw them bar the Moros nerf but now your taking the ****.
If you want to take our guns away give us MOAR MAG STABS -
Lastly if you feel inclined to make an official Cheekything's Modified Magnetic Stabliser with no bonuses i would be honoured  Eve Ideas Dom Loves, Hates & Wants |

Suboran
Gallente Di-Tron Heavy Industries Atlas Alliance
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Posted - 2009.11.20 12:26:00 -
[264]
Why nerf the naglfar again, It was buffed and deemed by many to be equal to the other dreads and very usuable. 
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Seishi Maru
The Black Dawn Gang
|
Posted - 2009.11.20 14:07:00 -
[265]
Originally by: Suboran Why nerf the naglfar again, It was buffed and deemed by many to be equal to the other dreads and very usuable. 
because on CCP nohz blindness he thinks that peopel wil be fitting the new useless torpedoes and AC on it and fighting at poitn blank range and it woudl be too powerful on that scenario that will NEVER happen.
So to avoid that a scenario that will NEVER happen to be overpowered.. he decided to nerf completely the realistic scenario of long range turrets and citatel cruises. Less damage on long range ammo, range of XL projectile turrets NERFED. Massive nerf to the bonuses... nerf of 50% to explosion radius of cit cruise..
aa yes and ccp nohz can still see this as an" overpowered monster".
I never ever seen someone as blind to real game mechanics usage in 20 years that I play computer games.
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Geralden
|
Posted - 2009.11.20 14:35:00 -
[266]
Nerf, nerf nerf...
Do the devs even KNOW that TP's DOESNT WORK ON SUPERCAPITALS, SIEGED DREADS OR STRUCTURES ??
Play the game devs, or STOP fiddling with stuff you obviously dont get a clue on....
The phoenix is now less worthwhile than a RR BS to bring for a PoS takedown.... why not just delete the ship, free the space of that junk you are creating ?
|

Kai Lae
Gallente Shiva Morsus Mihi
|
Posted - 2009.11.20 14:56:00 -
[267]
Well it's now apparent that this entire thread was designed as "boob bait for the bubbas". Why solicit feedback when you have 0 intention of listening to any of it?
|

Seishi Maru
The Black Dawn Gang
|
Posted - 2009.11.20 15:19:00 -
[268]
Originally by: Geralden Nerf, nerf nerf...
Do the devs even KNOW that TP's DOESNT WORK ON SUPERCAPITALS, SIEGED DREADS OR STRUCTURES ??
Play the game devs, or STOP fiddling with stuff you obviously dont get a clue on....
The phoenix is now less worthwhile than a RR BS to bring for a PoS takedown.... why not just delete the ship, free the space of that junk you are creating ?
The phoenix at least didn't had its bonus nerfed because of the new "uber"torpedo that no one will use because has too short range and because its explosion radius keeps only titans as valid targets. But since naglfar can use this piece of crap weapon now.. then it needs to loose 72 % of the damage on its main weapon system. YES 72% 7.5% rof is 60% dps bonus.. and the damage bonus droped from 7.5% per level to 5% per level.
But won arguee that phoenix also got hit pretty hard by the explosion stuff.
I really really doubt anyone will keep a naglfar after this patch. Only sensible thing if you have ANY intelligence will be to reprocess it.
|

Sfynx
The Arrow Project Morsus Mihi
|
Posted - 2009.11.21 04:17:00 -
[269]
Edited by: Sfynx on 21/11/2009 04:18:22 So what are the unique roles of the Phoenix and Nag really? For what reason should everyone and their grandma NOT choose to crosstrain for a Revelation?
I always had the role as a dedicated structure siege platform in mind for the Phoenix. Complete control of damage type against stuff that's stationary and big enough to hit fully. Looks like this feature is now deleted from the Phoenix also.
What thing that another dread can't do should Phoenix pilots rejoice about? Come on, make it better than the others in something other than collecting dust in hangars.
|

AngusThermo
|
Posted - 2009.11.21 10:04:00 -
[270]
Hope you insured your phoenix, cause that's all it's going to be used for, insurance payouts after patch.
I just wish i could get the skillpoints back, so i could use a real dread like the revelation
|

Trefnis
Minmatar 24th Imperial Crusade
|
Posted - 2009.11.21 13:01:00 -
[271]
Originally by: DigitalCommunist Edited by: DigitalCommunist on 14/11/2009 21:42:39 WHAT
1. The Ion Siege, Dual Giga Pulse and 6x2500mm should be removed from the game. 2. Their role should be partially replaced by Siege Module scripts.
WHY
1. If you commit to taking down a POS you risk being hotdropped by an enemy who will decide the engagement range. Even if your newly-improved Ion Siege can hit a large POS at optimal, no one would trade a slight damage bump for the complete inability to do anything at range. 2. Large fleets will still idle in front of a tower for 10 minutes in siege mode even if they have the DPS to raze it in 5. Past some point, short range weapons have zero purpose even when there is absolutely no risk of hotdrop. 3. There are no point-blank capital engagements where everybody is in optimal of short range guns because capitals will bump and spread wide even if both sides don't want them to. 4. Long range guns can hit other dreadnaughts at short ranges perfectly fine, since they're both stationary.
HOW
1. Create three scripts for mandatory use with Siege Module 1. 2. First script makes ship and siege perform the same as it does now. 3. Second script +15% damage, 2x strontium cost, 20 minute duration timer. 4. Third script +25% damage, 2.5x strontium cost, 30 minute duration timer.
BENEFITS
1. Dreadnaughts have more flexibility within their specific role while reducing the fitting variations that complicate the balancing process. 2. Lowers barriers to entry like excessive siege times for smaller groups without lowering consequences and risk. 3. Lowers the effort and time needed to clear out a broken alliance's infrastructure, while simultaneously giving said alliance an easier opportunity to strike back.
If you can't tell by now, I am not really a fan of these changes because the concept of short range dreadnaught guns is pretty dumb to begin with. Scripts would move tactical decision making to the field, away from the paper-rock-scissors gamble of the fitting screen.
And no, this isn't a new suggestion either, nor do I expect it to enter Dominion this late. But I've asked for it many times, and I feel its worthwhile to repeat better options even when they're not taken. People on both sides of the fence should never start assuming that a change made with good intentions will actually yield positive results. CCP's hit rate is under 50% and I imagine these tweaks won't be anything terribly relevant for improving cap warfare.
i think you missed one point on why and how short range guns with more power let you (admitedly with no bumping) try do defend something from bigger adversary lets say your tower is being killed by 20 dreads and your corp have only 10 or 15, then you fit short range guns, drop on them and have a chance, (its not gonna work on 100vs100 capfights ofcours)
your proposal means nothing less than either you stick there from start for 30 mins, or you drop, stick for 30min and let ppl you just killed to get MORE people to join the blob.
|

Sfynx
The Arrow Project Morsus Mihi
|
Posted - 2009.11.21 17:40:00 -
[272]
Edited by: Sfynx on 21/11/2009 17:40:03
Originally by: AngusThermo Hope you insured your phoenix, cause that's all it's going to be used for, insurance payouts after patch.
I just wish i could get the skillpoints back, so i could use a real dread like the revelation
I was planning on finishing Phoenix training and maxing my missile skills, but since my common gunnery is already maxed for fleet BS, I think I'm gonna do just that: buying some energy turret, armor and amarr ship skills 
|

DigitalCommunist
November Corporation
|
Posted - 2009.11.22 06:47:00 -
[273]
Originally by: Trefnis your proposal means nothing less than either you stick there from start for 30 mins, or you drop, stick for 30min and let ppl you just killed to get MORE people to join the blob.
Replacing the guns with scripts does not remove the option to use higher damage as an advantage against numbers.
If the aggressor is using 10 minute cycles, you can have either 15% or 25% damage superiority for up to 10 minutes - longer if they don't change scripts for some reason. Your advantage and how long it lasts might be less with scripts than it would be today, but at the same time you're not suffering a range penalty that can leave you totally helpless against targets at range, making it less of a gankfest gamble.
In addition, if you can fool the aggressor to switch to 30 minute cycles with a perfectly calculated "first wave", your second wave doesn't need to be loaded with heavy dictors and can focus on doing damage instead. Its also important to have longer cycle times as an option for escalated fights, because 10 minutes is not enough when you have heavy lag and a handful of dictors trying to cover 50 cubic km of space.
Like I said, the same general principle apply only the details and dynamics of each situation are different.
While its a matter of preference, I would gladly sacrifice the ability to fight with 40% fewer ships if it meant forcing capitals (on either side) to commit to a battle fully. Judging by your last comment I guess you probably don't think the same way, but capital fights aren't made fun through excess maneuver and tactics.
|

Seishi Maru
The Black Dawn Gang
|
Posted - 2009.11.22 11:14:00 -
[274]
Going on the wild ideas direction. I think short range weapons could exist..... but have roughly same damage as long raneg ones.
BUT while using them the dreads can still use their sublight engines. Might not look much but moving dreads are HARD targets for dreads if they are at "close range".
|

Sexonarocka
|
Posted - 2009.11.22 18:18:00 -
[275]
Originally by: DigitalCommunist Edited by: DigitalCommunist on 14/11/2009 21:42:39 WHAT
1. The Ion Siege, Dual Giga Pulse and 6x2500mm should be removed from the game. 2. Their role should be partially replaced by Siege Module scripts.
WHY
1. If you commit to taking down a POS you risk being hotdropped by an enemy who will decide the engagement range. Even if your newly-improved Ion Siege can hit a large POS at optimal, no one would trade a slight damage bump for the complete inability to do anything at range. 2. Large fleets will still idle in front of a tower for 10 minutes in siege mode even if they have the DPS to raze it in 5. Past some point, short range weapons have zero purpose even when there is absolutely no risk of hotdrop. 3. There are no point-blank capital engagements where everybody is in optimal of short range guns because capitals will bump and spread wide even if both sides don't want them to. 4. Long range guns can hit other dreadnaughts at short ranges perfectly fine, since they're both stationary.
HOW
1. Create three scripts for mandatory use with Siege Module 1. 2. First script makes ship and siege perform the same as it does now. 3. Second script +15% damage, 2x strontium cost, 20 minute duration timer. 4. Third script +25% damage, 2.5x strontium cost, 30 minute duration timer.
BENEFITS
1. Dreadnaughts have more flexibility within their specific role while reducing the fitting variations that complicate the balancing process. 2. Lowers barriers to entry like excessive siege times for smaller groups without lowering consequences and risk. 3. Lowers the effort and time needed to clear out a broken alliance's infrastructure, while simultaneously giving said alliance an easier opportunity to strike back.
If you can't tell by now, I am not really a fan of these changes because the concept of short range dreadnaught guns is pretty dumb to begin with. Scripts would move tactical decision making to the field, away from the paper-rock-scissors gamble of the fitting screen.
And no, this isn't a new suggestion either, nor do I expect it to enter Dominion this late. But I've asked for it many times, and I feel its worthwhile to repeat better options even when they're not taken. People on both sides of the fence should never start assuming that a change made with good intentions will actually yield positive results. CCP's hit rate is under 50% and I imagine these tweaks won't be anything terribly relevant for improving cap warfare.
DEFINITELY NOT.
|

HeliosGal
Caldari
|
Posted - 2009.11.24 11:28:00 -
[276]
i think the idea for scrips in specific circumstances is warranted Signature - CCP what this game needs is more variance in PVE aspects and a little bit less PVP focus, more content more varied level 1-4 missions more than just 10 per faction high sec low sec and 00 |

Seriously Bored
Minmatar
|
Posted - 2009.11.25 08:47:00 -
[277]
It's kind of amazing to me that the only Dread that isn't getting nerfed in Dominion is the Revelation.
I just can't believe the amount of awful, awful stuff that came out of "balancing" capital weapons. 
|

Mr Peanut420
RAZOR Alliance
|
Posted - 2009.11.25 09:20:00 -
[278]
I like the idea of using a scripted siege module. Not for doing more damage like previously proposed though. One script for slow tracking/super damage/super tank, like right now and one script for fast tracking/low damage/low tank. Both would immobilize the ship but maybe give a shorter duration to the fast tracking script. Seems wrong that the massive dread fleet won't be able to hurt a BS fleet in the future.
|

Seishi Maru
The Black Dawn Gang
|
Posted - 2009.11.25 10:21:00 -
[279]
Originally by: Seriously Bored It's kind of amazing to me that the only Dread that isn't getting nerfed in Dominion is the Revelation.
I just can't believe the amount of awful, awful stuff that came out of "balancing" capital weapons. 
I think CCP should issue a ban on any alcohol consumption to their game balance team until they stop behaving like drunk sharpshooters.
|

Merfio
Caldari School of Applied Knowledge
|
Posted - 2009.11.25 17:26:00 -
[280]
Wow you people are actually really good in ignoring the fact that the capital torpedo launcher had its rof reduced from 48 secs to 26 sec. Go on being mad about something really stupid.
|

Fuujin
GoonFleet
|
Posted - 2009.11.25 17:43:00 -
[281]
Edited by: Fuujin on 25/11/2009 17:44:09
Originally by: Merfio Wow you people are actually really good in ignoring the fact that the capital torpedo launcher had its rof reduced from 48 secs to 26 sec. Go on being mad about something really stupid.
I know its probably redundant to the learned person from the school of applied knowledge, but the cruise launcher has the old RoF of the torp launcher.
The torp launcher, while having a nearly double RoF, also cannot hit past 60km--and that's with max skills and rigs. Also, its explosion radius/velocity means that it cannot hit anything smaller than a dread for any appreciable damage, and even a dread will get about half damage from the torpedo. Meaning that even though it is firing nearly twice as fast, it's doing the same damage.
To put it yet another way, there's no reason to use it over the cruise launcher. And even the cruise launcher can't do full damage to a dreadnought. Or any structure smaller than a large tower (including all anchorable mods).
Citadel missiles are well and truly nerfed/useless in dominion. I'm crosstraining for a Revelation.
|

Merfio
Caldari School of Applied Knowledge
|
Posted - 2009.11.25 17:57:00 -
[282]
Originally by: Fuujin Edited by: Fuujin on 25/11/2009 17:44:09
Originally by: Merfio Wow you people are actually really good in ignoring the fact that the capital torpedo launcher had its rof reduced from 48 secs to 26 sec. Go on being mad about something really stupid.
I know its probably redundant to the learned person from the school of applied knowledge, but the cruise launcher has the old RoF of the torp launcher.
The torp launcher, while having a nearly double RoF, also cannot hit past 60km--and that's with max skills and rigs. Also, its explosion radius/velocity means that it cannot hit anything smaller than a dread for any appreciable damage, and even a dread will get about half damage from the torpedo. Meaning that even though it is firing nearly twice as fast, it's doing the same damage.
To put it yet another way, there's no reason to use it over the cruise launcher. And even the cruise launcher can't do full damage to a dreadnought. Or any structure smaller than a large tower (including all anchorable mods).
Citadel missiles are well and truly nerfed/useless in dominion. I'm crosstraining for a Revelation.
Didnt know that you guys put small towers on r64. As said in another thread, there something called hubs and outposts that you have to shoot also in dominion. I know theyre pretty small and tend to be moving....
|

Seishi Maru
The Black Dawn Gang
|
Posted - 2009.11.25 18:04:00 -
[283]
Originally by: Merfio
Originally by: Fuujin Edited by: Fuujin on 25/11/2009 17:44:09
Originally by: Merfio Wow you people are actually really good in ignoring the fact that the capital torpedo launcher had its rof reduced from 48 secs to 26 sec. Go on being mad about something really stupid.
I know its probably redundant to the learned person from the school of applied knowledge, but the cruise launcher has the old RoF of the torp launcher.
The torp launcher, while having a nearly double RoF, also cannot hit past 60km--and that's with max skills and rigs. Also, its explosion radius/velocity means that it cannot hit anything smaller than a dread for any appreciable damage, and even a dread will get about half damage from the torpedo. Meaning that even though it is firing nearly twice as fast, it's doing the same damage.
To put it yet another way, there's no reason to use it over the cruise launcher. And even the cruise launcher can't do full damage to a dreadnought. Or any structure smaller than a large tower (including all anchorable mods).
Citadel missiles are well and truly nerfed/useless in dominion. I'm crosstraining for a Revelation.
Didnt know that you guys put small towers on r64. As said in another thread, there something called hubs and outposts that you have to shoot also in dominion. I know theyre pretty small and tend to be moving....
and still the main target of dreadnaughts where balance is relevant are OTHER DREADS!!! Firign at a pos is irrelevant if you deal 10% less damage.. you are bound to cycles of 10 minutes anyway and even with lol fits modern dread forces can reinforce towers in 1 cycle with spare time.
Balance is needed on capital vs capital fights! Its the condition where your capability to apply damage is REALLY important on a life or death level.
You clearly have never participated much in serious capital warfare.
|

Nobani
Merch Industrial GoonSwarm
|
Posted - 2009.11.25 20:08:00 -
[284]
Edited by: Nobani on 25/11/2009 20:08:50
Originally by: Seishi Maru Going on the wild ideas direction. I think short range weapons could exist..... but have roughly same damage as long raneg ones.
BUT while using them the dreads can still use their sublight engines. Might not look much but moving dreads are HARD targets for dreads if they are at "close range".
You need to solve the problem of a short range weapon fit dreadnought being completely incapable of either fighting back or GTFO if attacked by a long-range dread fleet. Something like give dreads a way to "emergency abort" siege cycle. Or give short range weapons a huge falloff so they can hit out to long ranges, just not very well.
|

Geralden
|
Posted - 2009.11.25 21:29:00 -
[285]
Not only is the Phoenix now utter crap for damage using the citadel cruise missiles, you allso need to train up a new capital weapon skill. Something that any of the gun users dont have to do, except for the poor nagalfar pilots.
Citadel torps wont be used, since they cant do damage in most battles, and the cruise dont do enough damage.
That the RoF has been decreased matters nothing, since the explotion radius has been increased to 250% more than the sig rad for any other capital weapons, balanced?
Neither the torps OR the citadel torps will even give full damage on a SITTING TITAN, that is, the titan moves at 0 m/s.
If that titan moves by more than 8 m/s, it will get FURTHER damage reduction. Now, Notz is claiming that you need a target painter to give full damage, except, aperantly, he doesnt know that a titan, mom and sieged dread, triaged carriers are immune to target painters. O... so are all buildings.
You did a good job with the pirate ships and most changes to the navy ships are allso good, but the capital ships... man, that is lacking. |

Geralden
|
Posted - 2009.11.26 06:30:00 -
[286]
Nice, with the latest patch the capital missiles are usable again.
Explotion radius has been decreased to 2250 for citadel torps (still too high) and 1500 m for citadel cruise - witch is better but, has to be lowered to 1000 to be comparable with the other capital siege weapons.
Explotion velocity is still not fixed, so any moving targets will stil be able to tank alot of the damage. Let the explotion velocity be more than 100 m, so titans cant speedtank the citadel cruise at least.
|

Seishi Maru
The Black Dawn Gang
|
Posted - 2009.11.26 10:05:00 -
[287]
Its an improvement. But ccp must realize they cannot balance the ships damage and nerf ship bonuses based on short range weapons that will NOT be used. Even when hotdrop someone at 20 km you should and will NOT use short range guns. Because you will be bumped and because you will be counter hot dropped at 150 km then all your fleet is toast.
CCP MUST put thin into their thick skulls. Dreads are balanced around LONG range. Only way to change that is removing their inability to move and warp.
IF ccp wants long ans short range missiles , the ONLY way to have them and have the short range ones used is to make them BOTH usable on same launcher. Just changeable during combat.
|

Seishi Maru
The Black Dawn Gang
|
Posted - 2009.11.26 10:14:00 -
[288]
Originally by: Nobani Edited by: Nobani on 25/11/2009 20:08:50
Originally by: Seishi Maru Going on the wild ideas direction. I think short range weapons could exist..... but have roughly same damage as long raneg ones.
BUT while using them the dreads can still use their sublight engines. Might not look much but moving dreads are HARD targets for dreads if they are at "close range".
You need to solve the problem of a short range weapon fit dreadnought being completely incapable of either fighting back or GTFO if attacked by a long-range dread fleet. Something like give dreads a way to "emergency abort" siege cycle. Or give short range weapons a huge falloff so they can hit out to long ranges, just not very well.
Really that is the main and core issue that prevent close range wepons to even be thinkable by smart pilots.
What I think could be done is. Siege sycle disable jump drive and warp to outside grids. But dread can still move sublight engines and can still warp inside grid.
Done that would make short range weapons usable and used a lot by dreads. And woudl make combat more interesting as well.
|

Hun Jakuza
24th Imperial Guard
|
Posted - 2009.11.26 11:49:00 -
[289]
Originally by: Seishi Maru Its an improvement. ....
Pfff a CCP alt made again an idiotic answer.
|

Merfio
Caldari School of Applied Knowledge
|
Posted - 2009.11.26 12:12:00 -
[290]
Eh am i missing something. The explosoion radius has been like this before for 2 or 3 patches. Ive tested the citadel cruises missiles yesterday btw and made really good results.
Quote: [ 2009.11.25 ] (combat) Your Rajas Citadel Cruise Missile hits (Archon), doing 6412.1 damage.
He was moving with 60 m/s.
Quote: 2009.11.25 ] (combat)Your Rajas Citadel Cruise Missile hits Phoenix), doing 5807.1 damage.
He was sieged.
Quote:
[ 2009.11.25 ] (combat) Your Rajas Citadel Cruise Missile hits (Nidhoggur), doing 4089.4 damage.
He was doing 109 m/s.
Is this that bad at all?
|

Liisa
Jericho Fraction The Star Fraction
|
Posted - 2009.11.26 14:26:00 -
[291]
Not sure if that is bad or not. You see I do not have all the details of the test, however it does look pretty good as you are probably doing around 1.1k dps on that nidhoggur if you are shooing his shields at 40% kinetic resistance. However, at some ranges a revelation will probably do double that with beams.
This, however, is quite different than what my spreadsheet is telling me, probably because I simply assumed a few things, like the damage reduction factor being 5 and citadel cruise not being affected by any velocity or signature reduction skills. Of course my spreadsheet could just plain be off. This is the problem you see. We just don't know the how and why.
Putting up graphs that show just the dps of a single turret, like was done in the blog, simply does not show the full picture that includes, for instance, ship bonuses, damage mods maybe even tracking mods. Remember that each extra damage mod that a naglfar has to fit is another slot (of which one is already lost due to fitting 4 weapons) that cannot be devoted to the tank, sensor boosting or other nifty little modules like tracking enhancers. What we were shown was a very narrow picture instead of the big picture.
Now, because we do not have the full information on the new and changed weapons systems posted anywhere, we cannot really attempt to paint this picture ourselves without a massive investment in time to test everything on SiSi to see just what skills apply to what modules (or not). I am slowly coming to the point where I just throw my hands up in the air for lack of information and where I will let the big 0.0 alliances do the testing on tranquility. What I expect to see in a few months is that the revelation is still the correct dread and that everybody is still fitting long range most of the time except for very small hot drops on targets that cannot get capital backup (you never want to be in the position that you cannot shoot back if you are counter hot dropped, making close range weapons kinda, well, dangerous on ships that cannot run for 10 minutes at a time).
Oh, and the naglfar is still going to be royally f#@ked due to the split weapon system and those annoying damage modules.
|

Merfio
Caldari School of Applied Knowledge
|
Posted - 2009.11.26 14:31:00 -
[292]
Edited by: Merfio on 26/11/2009 14:33:30 Edited by: Merfio on 26/11/2009 14:31:54 Archon/Nidhoggur damage was on armor. I suggest testing it for yourself.
|

Pohbis
Neo T.E.C.H.
|
Posted - 2009.11.26 15:42:00 -
[293]
I just thought I'd chime in with the latest citadel stats on Sisi.
Originally by: CCP Abathur 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 ( 26s now )
Citadel Torpedoes Flight Time: 20 seconds / 7.5 seconds ( 15s now, but look at the new lol velocity ) Base Velocity: 2750 / 3500 ( 1100 m/s. 16500 base range? And a shortrange weapon that takes almost 1s to travel 1km?) Base Damage: 1800 / 2000 ( still 2000 )
Explosion Velocity: 29 m/s ( now 20m/s ) Explosion Radius: 1000 ( now 2250 )
Citadel Cruise Launcher I RoF: 48 seconds ( 44s now, but the lower base dmg actually makes this a 11% decrease in raw dps )
Citadel Cruise Missiles Flight Time: 20 seconds ( still 20s ) Base Velocity: 4250 ( 3500 m/s now, thanks for the increased travel time. These MonsterÖ DPS cruises really need less of a chance to apply their godly damage ) Base Damage: 1800 ( 1500 now )
Explosion Velocity: 29 m/s Explosion Radius: 1500
Phoenix pilots, rejoice! 
|

Merfio
Caldari School of Applied Knowledge
|
Posted - 2009.11.26 15:56:00 -
[294]
You guys should really start testing it before jumping to any conclusions with your spreadsheets. just saying.
|

Seishi Maru
The Black Dawn Gang
|
Posted - 2009.11.26 16:00:00 -
[295]
Originally by: Hun Jakuza
Originally by: Seishi Maru Its an improvement. ....
Pfff a CCP alt made again an idiotic answer.
and you made an infinitely more idiotic post since I am basically the person that bashed CCP Nohz and CCP game development perception of game most heavily on the last 1 week on this forum.
So.. shut up and go back to your dark hole.
|

Sannye
|
Posted - 2009.11.26 16:35:00 -
[296]
Edited by: Sannye on 26/11/2009 16:36:09 Merfio,do you have troubble reading?
For the last 24 hours YES the missiles explosion radius has been changed to 1500 m, FROM 2250 m witch is a good thing. This was ONE of the changes that we have been trying to get. Citadel torps are still NOT usable with an explosion rad. on 2250 m.
All other cap weapons have 1000 m resolusion, why are missiles worse ?
All other capital weapons grant a long range AND a short range, with ONE skill, why are missiles worse ?
All other capital weapons can give full damage to moving targets, why are missiles worse ? (IF they can hit - tracking edit)
IF missiles did any better damage, it was understandable why missiles had to take 2 times the time to even train for.
If missiles had better damage, it would make sense that you can only carry very limited supply of ammo - the revalation has unlimited supply of ammo, for the cost of 0 cargo space. The rev can carry alot more stront/fuel.
If you could switch your longrange missiles for the shortrange torps in the same launcher, maybe anyone would use the torps?
Those were the issues capital missiles has that i could think off.
I'll rather train for amarr (need all shipskills AND gun skills - so around 6 months of training) than fielding a phoenix in its current form.
|

Merfio
Caldari School of Applied Knowledge
|
Posted - 2009.11.26 16:39:00 -
[297]
Edited by: Merfio on 26/11/2009 16:42:25
Originally by: Sannye Edited by: Sannye on 26/11/2009 16:36:09 Merfio,do you have troubble reading?
No, you have. They were in since a few days. Not since tonight. Get your facts straight plz.
And btw you ever thought of suicide possibilties to get down SBUs quickly? Plz take a note how much damage torps do on stationary targets. Theyre just fecking awesome on them.
|

Seishi Maru
The Black Dawn Gang
|
Posted - 2009.11.26 16:54:00 -
[298]
Originally by: Merfio Edited by: Merfio on 26/11/2009 16:42:25
Originally by: Sannye Edited by: Sannye on 26/11/2009 16:36:09 Merfio,do you have troubble reading?
No, you have. They were in since a few days. Not since tonight. Get your facts straight plz.
And btw you ever thought of suicide possibilties to get down SBUs quickly? Plz take a note how much damage torps do on stationary targets. Theyre just fecking awesome on them.
youmean on hypotetical targets inside 36 km? Anythign shorter than 60 km is waste of time.
|

Liisa
Jericho Fraction The Star Fraction
|
Posted - 2009.11.26 17:01:00 -
[299]
Originally by: Merfio Edited by: Merfio on 26/11/2009 14:33:30 Edited by: Merfio on 26/11/2009 14:31:54 Archon/Nidhoggur damage was on armor. I suggest testing it for yourself.
Armour resistances were?
Your statements mean nothing.
As for testing for myself, I do not have citadel cruise trained, nor will I considering the fact that they split the naglfars weapon systems AGAIN.
|

Merfio
Caldari School of Applied Knowledge
|
Posted - 2009.11.26 17:10:00 -
[300]
Edited by: Merfio on 26/11/2009 17:12:04 Edited by: Merfio on 26/11/2009 17:10:44 About that this has changed last night:
Quote: The new version of the Citadel Torpedo follows the same trend as other unguided missiles. The explosion velocity is slightly higher than that of the Citadel Cruise Missiles (or 2250) which means target painters will have to be utilized in many situations to achieve full damage potential. They do considerably more damage than their missile counterparts, with reduced range and velocity.
The explosion radius of Citadel Cruise Missiles will be set to 1500, which differs from the current 1000 explosion radius of Citadel Torpedoes on Tranquility. This value has remained the same throughout many capital ship changes since capital ships were introduced with a signature radius of 1000, causing imbalances with the weapon system.
http://www.eveonline.com/devblog.asp?a=blog&bid=717
This more funny then i thought. It is already on the server since the introduction of the citadels cruises. Bot noone seems to be interested in testing them on Sissi. Yay eft warriors.
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Merfio
Caldari School of Applied Knowledge
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Posted - 2009.11.26 17:18:00 -
[301]
Edited by: Merfio on 26/11/2009 17:18:01
Originally by: Seishi Maru
Originally by: Merfio Edited by: Merfio on 26/11/2009 16:42:25
Originally by: Sannye Edited by: Sannye on 26/11/2009 16:36:09 Merfio,do you have troubble reading?
No, you have. They were in since a few days. Not since tonight. Get your facts straight plz.
And btw you ever thought of suicide possibilties to get down SBUs quickly? Plz take a note how much damage torps do on stationary targets. Theyre just fecking awesome on them.
youmean on hypotetical targets inside 36 km? Anythign shorter than 60 km is waste of time.
Well plz try to see the bigger picture. SBUs are used for breaking sov in the new system. They have like 20.000.000 hp? How many suicide phoenix will you need for this? not even 20 i guess. Your bumping arguement doesnt count on that imho. And they have no forcefield.
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Myheart Aflame
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Posted - 2009.11.26 17:42:00 -
[302]
Originally by: Merfio Edited by: Merfio on 26/11/2009 17:12:04 Edited by: Merfio on 26/11/2009 17:10:44 About that this has changed last night:
Quote: The new version of the Citadel Torpedo follows the same trend as other unguided missiles. The explosion velocity is slightly higher than that of the Citadel Cruise Missiles (or 2250) which means target painters will have to be utilized in many situations to achieve full damage potential. They do considerably more damage than their missile counterparts, with reduced range and velocity.
The explosion radius of Citadel Cruise Missiles will be set to 1500, which differs from the current 1000 explosion radius of Citadel Torpedoes on Tranquility. This value has remained the same throughout many capital ship changes since capital ships were introduced with a signature radius of 1000, causing imbalances with the weapon system.
http://www.eveonline.com/devblog.asp?a=blog&bid=717
This more funny then i thought. It is already on the server since the introduction of the citadels cruises. Bot noone seems to be interested in testing them on Sissi. Yay eft warriors.
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Seishi Maru
The Black Dawn Gang
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Posted - 2009.11.26 17:45:00 -
[303]
Nope. You lack understanding of how things really are nowadays. No reasonable alliance has ANY issues to field enough dreads to finish up any POS or target in less than 1 siege cycle. Singe the minimum time will always be 10 minutes, there is NO advantage at ALL to be able to kill some static target faster.
Dread performance is ONLY relevant on capital to capital combat. Even if dreads had all 30% less dps they would be far more than enough to kill common pos and static targets on the numbers any alliance can field nowadays.
Therefore MORE damage against POS is IRRELEVANT in 90% of situations. Unless CCP woudl drop siege cycle to 5 minutes....
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Merfio
Caldari School of Applied Knowledge
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Posted - 2009.11.26 17:51:00 -
[304]
Edited by: Merfio on 26/11/2009 17:55:27 Edited by: Merfio on 26/11/2009 17:52:09
Originally by: Seishi Maru Nope. You lack understanding of how things really are nowadays. No reasonable alliance has ANY issues to field enough dreads to finish up any POS or target in less than 1 siege cycle. Singe the minimum time will always be 10 minutes, there is NO advantage at ALL to be able to kill some static target faster.
Dread performance is ONLY relevant on capital to capital combat. Even if dreads had all 30% less dps they would be far more than enough to kill common pos and static targets on the numbers any alliance can field nowadays.
Therefore MORE damage against POS is IRRELEVANT in 90% of situations. Unless CCP woudl drop siege cycle to 5 minutes....
And your failing to understand , that your nowadays things are changing most likely next week. I am trying to take that into account. You still dont answer my thought about the new SBUS, which can be multiple in a system and it might be interesting to have small teams killing those fast at night. We all dont know whats gonna happens with the new system. But plz dont pretend you already do. Im only making assumptions based on my own testing sessions.
Another false thinking form you is that only big alliances, who can field like 100 dreads at the same time are relevant. What about these smaller entities? Ah right they dont count, theyre only pets from someone..... With these changes smaller alliances could make a difference when spreading out.
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Sannye
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Posted - 2009.11.26 19:38:00 -
[305]
The dev blog has been edited - explosion radius was 2500 on torps, 2250 on cruise the night that blog came out. That is has changed one of the latest updates is fine - but it is far from enough to make missiles a worthwhile DPS method.
Is there any reason at all to have a phoenix on the field, compared to the revelation ? Try to answer that - and IF you think its a bonus for the smaller corps, you are dead wrong!
The phoenix cant even carry enough missiles or torps for that matter in it's cargo hold, to give significant damage when you are in a small corp (you would need quite a few jumpfreighters with stront/torps)
Again, even for the small corps, the revelation would be a much better choice.
For anything pos related, the explotion radius of 2250 means that the torps would be useless - the revelation has a sig resolusion on 1000 m - again, the revelation would be able to shoot guns and structures and the phoenix woulnt.
Is there even 1 argument for having a phoenix in your fleet? I really would like to hear it !
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Juliette DuBois
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Posted - 2009.11.26 19:42:00 -
[306]
Besides, who is going to suicide small fleet of dreads every time they want to take a stab at some system? And no, small entities wonŠt have staying power to actually go through defended 0.0 system... They will run out of isk and get blobbed.
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Pohbis
Neo T.E.C.H.
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Posted - 2009.11.27 02:12:00 -
[307]
Originally by: Merfio Edited by: Merfio on 26/11/2009 17:12:04 Edited by: Merfio on 26/11/2009 17:10:44 About that this has changed last night:
Quote: The new version of the Citadel Torpedo follows the same trend as other unguided missiles. The explosion velocity is slightly higher than that of the Citadel Cruise Missiles (or 2250) which means target painters will have to be utilized in many situations to achieve full damage potential. They do considerably more damage than their missile counterparts, with reduced range and velocity.
The explosion radius of Citadel Cruise Missiles will be set to 1500, which differs from the current 1000 explosion radius of Citadel Torpedoes on Tranquility. This value has remained the same throughout many capital ship changes since capital ships were introduced with a signature radius of 1000, causing imbalances with the weapon system.
http://www.eveonline.com/devblog.asp?a=blog&bid=717
This more funny then i thought. It is already on the server since the introduction of the citadels cruises. Bot noone seems to be interested in testing them on Sissi. Yay eft warriors.
The only funny thing is the part were the Dev is actually trying to make it sound like the 1000 ms explosion radius of citadels was somehow overpowered in dread vs dread warfare, compared to turrets.
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Seishi Maru
The Black Dawn Gang
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Posted - 2009.11.27 10:40:00 -
[308]
Originally by: Merfio Edited by: Merfio on 26/11/2009 17:55:27 Edited by: Merfio on 26/11/2009 17:52:09
Originally by: Seishi Maru Nope. You lack understanding of how things really are nowadays. No reasonable alliance has ANY issues to field enough dreads to finish up any POS or target in less than 1 siege cycle. Singe the minimum time will always be 10 minutes, there is NO advantage at ALL to be able to kill some static target faster.
Dread performance is ONLY relevant on capital to capital combat. Even if dreads had all 30% less dps they would be far more than enough to kill common pos and static targets on the numbers any alliance can field nowadays.
Therefore MORE damage against POS is IRRELEVANT in 90% of situations. Unless CCP woudl drop siege cycle to 5 minutes....
And your failing to understand , that your nowadays things are changing most likely next week. I am trying to take that into account. You still dont answer my thought about the new SBUS, which can be multiple in a system and it might be interesting to have small teams killing those fast at night. We all dont know whats gonna happens with the new system. But plz dont pretend you already do. Im only making assumptions based on my own testing sessions.
Another false thinking form you is that only big alliances, who can field like 100 dreads at the same time are relevant. What about these smaller entities? Ah right they dont count, theyre only pets from someone..... With these changes smaller alliances could make a difference when spreading out.
Evolution grandet the human being with a brain whose main capability is to annalyse situations and data and predict the future based on your understandings and experiences. Summarizing.. anyone with half a brain CAN and will predict 95% of everything that will happen after THIS or next or any other expansion. Everytime we warn ccp, they put connton intheir ears, say lalala!!! and push it anyway and 9 in 10 times it happens exaclty as we players with brain predicted.
our line of tough on other hand is not based on annalysis how how players behave but how you would LIKE to players behave. No one wil spread their fleets because then they will be massacrated 1 by one. Try separating your gang of 40 dreads in 4 groups of 10 dreads then count later the numbers of "noob" or worse things you will get in your mail and local after the fight ends.
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Merfio
Caldari School of Applied Knowledge
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Posted - 2009.11.27 14:16:00 -
[309]
Originally by: Seishi Maru
Originally by: Merfio Edited by: Merfio on 26/11/2009 17:55:27 Edited by: Merfio on 26/11/2009 17:52:09
Originally by: Seishi Maru Nope. You lack understanding of how things really are nowadays. No reasonable alliance has ANY issues to field enough dreads to finish up any POS or target in less than 1 siege cycle. Singe the minimum time will always be 10 minutes, there is NO advantage at ALL to be able to kill some static target faster.
Dread performance is ONLY relevant on capital to capital combat. Even if dreads had all 30% less dps they would be far more than enough to kill common pos and static targets on the numbers any alliance can field nowadays.
Therefore MORE damage against POS is IRRELEVANT in 90% of situations. Unless CCP woudl drop siege cycle to 5 minutes....
And your failing to understand , that your nowadays things are changing most likely next week. I am trying to take that into account. You still dont answer my thought about the new SBUS, which can be multiple in a system and it might be interesting to have small teams killing those fast at night. We all dont know whats gonna happens with the new system. But plz dont pretend you already do. Im only making assumptions based on my own testing sessions.
Another false thinking form you is that only big alliances, who can field like 100 dreads at the same time are relevant. What about these smaller entities? Ah right they dont count, theyre only pets from someone..... With these changes smaller alliances could make a difference when spreading out.
Evolution grandet the human being with a brain whose main capability is to annalyse situations and data and predict the future based on your understandings and experiences. Summarizing.. anyone with half a brain CAN and will predict 95% of everything that will happen after THIS or next or any other expansion. Everytime we warn ccp, they put connton intheir ears, say lalala!!! and push it anyway and 9 in 10 times it happens exaclty as we players with brain predicted.
our line of tough on other hand is not based on annalysis how how players behave but how you would LIKE to players behave. No one wil spread their fleets because then they will be massacrated 1 by one. Try separating your gang of 40 dreads in 4 groups of 10 dreads then count later the numbers of "noob" or worse things you will get in your mail and local after the fight ends.
yeah and bombs are also useless and will however never be used in pvp. i gotcha.
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Seishi Maru
The Black Dawn Gang
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Posted - 2009.11.27 14:42:00 -
[310]
Originally by: Merfio
Originally by: Seishi Maru
Originally by: Merfio Edited by: Merfio on 26/11/2009 17:55:27 Edited by: Merfio on 26/11/2009 17:52:09
Originally by: Seishi Maru Nope. You lack understanding of how things really are nowadays. No reasonable alliance has ANY issues to field enough dreads to finish up any POS or target in less than 1 siege cycle. Singe the minimum time will always be 10 minutes, there is NO advantage at ALL to be able to kill some static target faster.
Dread performance is ONLY relevant on capital to capital combat. Even if dreads had all 30% less dps they would be far more than enough to kill common pos and static targets on the numbers any alliance can field nowadays.
Therefore MORE damage against POS is IRRELEVANT in 90% of situations. Unless CCP woudl drop siege cycle to 5 minutes....
And your failing to understand , that your nowadays things are changing most likely next week. I am trying to take that into account. You still dont answer my thought about the new SBUS, which can be multiple in a system and it might be interesting to have small teams killing those fast at night. We all dont know whats gonna happens with the new system. But plz dont pretend you already do. Im only making assumptions based on my own testing sessions.
Another false thinking form you is that only big alliances, who can field like 100 dreads at the same time are relevant. What about these smaller entities? Ah right they dont count, theyre only pets from someone..... With these changes smaller alliances could make a difference when spreading out.
Evolution grandet the human being with a brain whose main capability is to annalyse situations and data and predict the future based on your understandings and experiences. Summarizing.. anyone with half a brain CAN and will predict 95% of everything that will happen after THIS or next or any other expansion. Everytime we warn ccp, they put connton intheir ears, say lalala!!! and push it anyway and 9 in 10 times it happens exaclty as we players with brain predicted.
our line of tough on other hand is not based on annalysis how how players behave but how you would LIKE to players behave. No one wil spread their fleets because then they will be massacrated 1 by one. Try separating your gang of 40 dreads in 4 groups of 10 dreads then count later the numbers of "noob" or worse things you will get in your mail and local after the fight ends.
yeah and bombs are also useless and will however never be used in pvp. i gotcha.
now many of the smart players ever said that. People said they would never be used until CCP gave them a reasonable not stupid cost. And we were right.. they started being used when ccp stoped with stupid prices lik 8 Mil per bomb.
You should pay a bit more attention, there is a group of peopel in this forum very active that until today have basically never missed any prediction by more than a few inches... And ccp should start to pay attention on these people that can think and analyse how people behave (and now project an image of how they think people should behave).
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Deva Blackfire
24th Imperial Crusade
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Posted - 2009.11.28 11:13:00 -
[311]
Edited by: Deva Blackfire on 28/11/2009 11:12:51 Can someone post the DPS on all 4 dreads with 3 damage mods using both close and long range guns (well, nag can have different amount of damage mods - not sure what setups they use)? Faction close range ammo where possible too.
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Exquina
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Posted - 2009.11.28 12:36:00 -
[312]
Hoi, Hoi
I'm only sad that titan can 1shot anything smaller than supercarrier or itself. At lest properly fitted caps could survive. I haven't tried any officer fit on sisi for tanking a hit on dread and carrier from a Titans' DD, so I only hope u can pack up enough resists to survive a shot on TQ Dominion.
Gallente are drone based race, that's how you introduced them.
*psst* make a T3 cap ship via sleeper technology next, imo.
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Theron Gyrow
Gradient Electus Matari
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Posted - 2009.11.29 11:40:00 -
[313]
Originally by: Deva Blackfire Edited by: Deva Blackfire on 28/11/2009 11:12:51 Can someone post the DPS on all 4 dreads with 3 damage mods using both close and long range guns (well, nag can have different amount of damage mods - not sure what setups they use)? Faction close range ammo where possible too.
Copying from an old thread...
If my numbers are correct (I now fear that I might have used the old RoF bonus for Nag instead of damage; someone check it, please):
All dreads with maxed skills, 3*damage mod, 5*Bouncer II, short-range weapons and ammo (no faction ammo used, it is rare enough that I do not see people using it as a rule):
Phoenix (new kinetic torps): 8547 DPS (8285 DPS from torps), 37km range. Naglfar with 2*BCU2, 1*Gyro2 (new EMP/PP/Fusion ammo, new torps): 2795 DPS from ACs, 3929 DPS from torps and 263 DPS from Bouncer IIs, so 6987 DPS total. 12.5km optimal and 24km falloff for guns, 37km range for torps. Almost full damage type choice. Moros (with 20%/level to drones): 6941 DPS (6416 DPS from guns), 15km optimal and 11km falloff. Revelation: 6485 DPS (6223 DPS from guns), 20km optimal and 6km falloff.
All dreads with maxed skills, 3*damage mod, 5*Bouncer II, long-range weapons and shortest-range ammo (if no changes to arty DPS and rail/beam RoF same as in TQ):
Phoenix (new kinetic cruises): 3671 DPS from missiles + 263 DPS from drones = 3934 DPS total, theoretical range 157km. Naglfar (new arty ammo, new cruises, 2*BCU2, 1*Gyro2): 1552 DPS from arties, 2140 DPS from cruises and 263 DPS from Bouncer IIs, so 3955 DPS total. 45km optimal + 87.5km falloff for arty, 157km range for cruises. Moros (with 20%/level to drones): 3182 DPS + 525 DPS from drones = 3707 DPS total, 60km optimal + 30.6km falloff (60km max range for drones) Revelation: 3743 DPS + 263 DPS from drones = 4006 DPS total, 45km optimal + 28km falloff
Hope this helps. No faction ammo, since that is like, pretty rare, but you should be able to work them to the values pretty easily. -- Gradient forum |

Pohbis
Neo T.E.C.H.
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Posted - 2009.11.29 14:25:00 -
[314]
Originally by: Theron Gyrow If my numbers are correct (I now fear that I might have used the old RoF bonus for Nag instead of damage; someone check it, please):
Your numbers aren't correct. They are pure raw DPS without any consideration to what you are shooting. Especially misleading on the Nag and Phoenix damage calculations due to sig radius.
Also, your ranges are outdated. Hop on Sisi again.
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Theron Gyrow
Gradient Electus Matari
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Posted - 2009.11.29 15:09:00 -
[315]
Originally by: Pohbis
Originally by: Theron Gyrow If my numbers are correct (I now fear that I might have used the old RoF bonus for Nag instead of damage; someone check it, please):
Your numbers aren't correct. They are pure raw DPS without any consideration to what you are shooting. Especially misleading on the Nag and Phoenix damage calculations due to sig radius.
Also, your ranges are outdated. Hop on Sisi again.
*sigh* Are the "pure raw DPS" values correct? Since I gave the DPS per weapon system type, it should be easy enough for the others to interpret the data if they are.
Also, if you know the ranges are outdated, it would be much appreciated if you could let others know what the correct values are. -- Gradient forum |

Pohbis
Neo T.E.C.H.
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Posted - 2009.11.29 15:14:00 -
[316]
Originally by: Theron Gyrow *sigh* Are the "pure raw DPS" values correct? Since I gave the DPS per weapon system type, it should be easy enough for the others to interpret the data if they are.
Also, if you know the ranges are outdated, it would be much appreciated if you could let others know what the correct values are.
Sorry, I edited my post.
No, I don't think your raw DPS numbers are even correct, since the bonuses have been swapped around according to the patch notes.
I'm hopping on Sisi now, and as far as numbers go, I posted the latest citadel launcher numbers a few posts up not long ago.
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Gronker Lonker
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Posted - 2009.12.06 12:33:00 -
[317]
Originally by: Theron Gyrow
Originally by: Deva Blackfire Edited by: Deva Blackfire on 28/11/2009 11:12:51 Phoenix (new kinetic cruises): 3671 DPS from missiles + 263 DPS from drones = 3934 DPS total, theoretical range 157km. Naglfar (new arty ammo, new cruises, 2*BCU2, 1*Gyro2): 1552 DPS from arties, 2140 DPS from cruises and 263 DPS from Bouncer IIs, so 3955 DPS total. 45km optimal + 87.5km falloff for arty, 157km range for cruises. Moros (with 20%/level to drones): 3182 DPS + 525 DPS from drones = 3707 DPS total, 60km optimal + 30.6km falloff (60km max range for drones) Revelation: 3743 DPS + 263 DPS from drones = 4006 DPS total, 45km optimal + 28km falloff
Just did the calcs with the new EFT and i have some different values for the Naglfar:
Naglfar:
With your setup (2x BCU II, 1x Gyro II):
Arties: 1455 DPS Cruise: 1741 DPS Drones: 262 DPS ---------------- Total: 3458 DPS
Classic Setup (3x Gyro II):
Arties: 1957 DPS Cruise: 1185 DPS Drones: 262 DPS ---------------- Total: 3404 DPS
+++++++++++++++++++++++++++++++
Phoenix, Revelation and Moros have the same DPS, as Blackfire computed.
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Deva Blackfire
Viziam
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Posted - 2009.12.09 18:43:00 -
[318]
I didnt calc anything, s1 screwed up quoting ;p But thx for info
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CCP Abathur
C C P C C P Alliance

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Posted - 2009.12.21 08:33:00 -
[319]
Please see this thread for updates.
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