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Praetor Novak
Macabre Votum Morsus Mihi
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Posted - 2010.11.14 08:35:00 -
[601]
CCP fix blaster range, it's been a HUGE problem for Gallente pilots for YEARS...
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Arnold Predator
Special Situations
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Posted - 2010.11.14 14:23:00 -
[602]
Originally by: Praetor Novak CCP fix blaster range, it's been a HUGE problem for Gallente pilots for YEARS...
No no no. The problem is tracking, not range. Up the tracking so that we can hit at the shorter distances we fight within.
Extending the range would just make blaster even more like pulse lasers.
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Fettered Soul
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Posted - 2010.11.14 23:25:00 -
[603]
Edited by: Fettered Soul on 14/11/2010 23:28:53
Originally by: Praetor Novak CCP fix blaster range, it's been a HUGE problem for Gallente pilots for YEARS...
It will blur weapon difference. Blaster needs: More tracking Optimal + falloff is the shortest in the game. Why is it challenge to hit an appropriate target at native range? Small DPS boost DPS advantage should correspond with range disadvantage. Pulses shoot 85% of blaster DPS at 300% blaster range - it is not fair (comparing NULL VS Scorch and Barrage ammo difference is more insane). Small DPS boost is needed to compensate approaching time where a blaster boat gets damage without counterattack. More agility for Gallente ships Gallente boats tank armor - it means ships are penalized with speed and agility. Gallente boats are blaster boats - it means they must approach as quick as possible at their tiny optimal range. But these two sentences contradict to each other. Ok fastest ships are Minmatar ships. Lets give some agility (not speed) to Gallente boats to move fast linearly.
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X Gallentius
Quantum Cats Syndicate
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Posted - 2010.11.15 18:31:00 -
[604]
Amazing that a 21 page thread isn't on the CSM list.
http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1414376
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Ogogov
Gallente Test Alliance Please Ignore
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Posted - 2010.11.15 21:18:00 -
[605]
Originally by: X Gallentius Amazing that a 21 page thread isn't on the CSM list.
http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1414376
Teadaze is bringing it up for the CSM now that they have gotten rockets some attention, but it will be part and parcel of a larger hybrids fix.
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InColdBlood
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Posted - 2010.11.18 16:55:00 -
[606]
Edited by: InColdBlood on 18/11/2010 17:00:40 I should have never trained for gallente :(
Its so demoralising to see so many posts on hybrids go unnoticed come voting time.
*** Hybrids are not even recognized as a problem! ***
I wonder why... are gallente a minority of the player base?
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Nischara
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Posted - 2010.11.18 23:18:00 -
[607]
because someone at CSM didnt do their job
this thread/issue can be found somwhere on the CSM wiki and minutes (i am too lazy to link it now)
but if you read that you see that the CSM member said that blasters need more range, and pointed to this thread
most of the CSM disagreed that they need more range, so the issue was abandoned, and i agree with them, boosting range is not the answer, then blasters would just be the same as AC and lasers
i am, like you amazed that noone in CSM read the whole thread and that noone raised another issue about it
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Arnold Predator
Special Situations
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Posted - 2010.11.19 04:47:00 -
[608]
Its sad but i look at my 1 year old toon as a giant mistake. I would like to pvp but as of right now every FC just says go back to PVE because im a blaster boat pilot. Even then PVE sucks. Im about ready to give up and trian Projectile weapons. Its sad to think that almost 1/3 of my SP would be for a weapon system i no longer use.
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Doctor Aibolit
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Posted - 2010.11.19 06:02:00 -
[609]
Originally by: Arnold Predator Its sad but i look at my 1 year old toon as a giant mistake. I would like to pvp but as of right now every FC just says go back to PVE because im a blaster boat pilot. Even then PVE sucks. Im about ready to give up and trian Projectile weapons. Its sad to think that almost 1/3 of my SP would be for a weapon system i no longer use.
It is almost impossible to do missions with blasters excepting maybe AE, Damsel and Buzz Kill. Because of range. If you compare 4 Marauders equipped 3 T2 DM + 4 High Damage Turret/Launcher you will see that blasters are not for PVE: Paladin 797DPS at 15+10km (Multifrequency L) and 730DPS at 45+10km (Scorch L) Vargur 763DPS at 3+36km (EMP/Fus/PP) and 700DPS at 6+54km (Barrage L) Golem 825DPS at 30km (t1 torpedo) and 743DPS at 45km (Javelin)
Kronos can do 929DPS at 4.5+13km (AM L) and 852DPS at 11+16 (Null L) 
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crimson fire
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Posted - 2010.11.19 23:44:00 -
[610]
Edited by: crimson fire on 19/11/2010 23:44:18 It really is adding insult to injury when CSM decide to give Rockets some love. As if Caldary is the race with the most pressing problems. At least missiles are nice.
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Stig Sterling
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Posted - 2010.11.21 18:33:00 -
[611]
As a typical blaster loving, drone-***** Gallente, I would have to say yes! I have traveled to many worlds, and seen many wonderful things, but now, I take to the stars to claim my place among the gods. |

crimson fire
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Posted - 2010.11.25 22:26:00 -
[612]
front page news: Hybrids still suck
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Arnold Predator
Special Situations
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Posted - 2010.11.26 06:47:00 -
[613]
If they fix blaster by this time next year i would be shocked. It needs to happen but it seams no one cares.
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DarkAegix
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Posted - 2010.11.26 11:36:00 -
[614]
Wow, this is an old thread. Blaster have been broken for so long, and they need improvements. Same with railguns. They eat your powergrid and use all your cap. In fact, Gallente ships will need a huge overhaul. Slow ships + close range blasters =  CCP can't just increase the optimal, tracking and DPS a little bit. What use are blasters if another other ship can kite you? They don't even do much DPS.... Especially considering that the shield-tanking Minmatar ships can slap on 3 Gyrostablisers and 2 tracking enhancers, which give a huge boost to range.
Quick Megathron fitted: Neutron blaster IIs, antimatter Web Scram MWD Tungsten x4 EANM x2 DCU x2 =492dps, 4.5+13km range. 167k ehp. 797m/s
Quick Maelstrom fitted: 800mm Repeating arties, EMP Disruptor MWD Invuln Large shield extenders x3 =763dps, 3.5+31km range. 106k ehp. 835m/s
Damage at 5km: Mega(499dps) Mael(773dps) Damage at 10km: Mega(405dps) Mael(739dps) Damage at 15km: Mega(252dps) Mael(675dps) Damage at 20km: Mega(124dps) Mael(585dps) Damage at 25km: Mega(55dps) Mael(484dps)
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4N631
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Posted - 2010.11.27 14:40:00 -
[615]
NO
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Nischara
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Posted - 2010.11.29 12:27:00 -
[616]
down to bottom of page 3 sad 
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Chris Cochrane
The Knights Templar R.A.G.E
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Posted - 2010.12.03 16:36:00 -
[617]
The new munition changes have remedied the issues with the Gallente weapon systems, whether of not it was beneficial to leave the cap penalty on the Void & Javelin ammo will tell soon enough.
For those wondering about the range on the blasters, rails and the DPS; to summary things, Gallente have the highest optimal, a decent fall off on all there guns (that's blasters AND rail guns of all sizes) when compared to the other races. The penalties on there T2 ammo however, gave them a handicap which most Gallente pilots were less then willing to use. The new changes have made the ammo worth using and should appropriately improve the Gallente damage/range. Any issues regarding poor combat with certain Gallente ships should be brought up in a separate thread, and is ENCOURAGED. If you believe the mechanics of the hybrid guns or ammo needs to be tweaked, post it here for all to see. I'm sure the CSM, and CCP are watching.
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Ogogov
Gallente Test Alliance Please Ignore
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Posted - 2010.12.03 16:41:00 -
[618]
Originally by: Chris Cochrane The new munition changes have remedied the issues with the Gallente weapon systems, whether of not it was beneficial to leave the cap penalty on the Void & Javelin ammo will tell soon enough.
For those wondering about the range on the blasters, rails and the DPS; to summary things, Gallente have the highest optimal, a decent fall off on all there guns (that's blasters AND rail guns of all sizes)
How do you figure that? That's right, you can't. Because you're wrong.
Quote: The penalties on there T2 ammo however, gave them a handicap which most Gallente pilots were less then willing to use. The new changes have made the ammo worth using and should appropriately improve the Gallente damage/range.
You're forgetting all other short range T2 ammo also got changed...
Quote:
Any issues regarding poor combat with certain Gallente ships should be brought up in a separate thread, and is ENCOURAGED. If you believe the mechanics of the hybrid guns or ammo needs to be tweaked, post it here for all to see. I'm sure the CSM, and CCP are watching.
Wrong. They have not even remotely remedied the sorry state of hybrids, which remain the bona fide poor man's weapon system of eve.
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Fistme
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Posted - 2010.12.03 22:28:00 -
[619]
Originally by: Chris Cochrane The new munition changes have remedied the issues with the Gallente weapon systems, whether of not it was beneficial to leave the cap penalty on the Void & Javelin ammo will tell soon enough.
For those wondering about the range on the blasters, rails and the DPS; to summary things, Gallente have the highest optimal, a decent fall off on all there guns (that's blasters AND rail guns of all sizes) when compared to the other races. The penalties on there T2 ammo however, gave them a handicap which most Gallente pilots were less then willing to use. The new changes have made the ammo worth using and should appropriately improve the Gallente damage/range. Any issues regarding poor combat with certain Gallente ships should be brought up in a separate thread, and is ENCOURAGED. If you believe the mechanics of the hybrid guns or ammo needs to be tweaked, post it here for all to see. I'm sure the CSM, and CCP are watching.
lol, nose pretty brown eh?
every race had their t2 close range ammo boosted...
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Chris Cochrane
The Knights Templar R.A.G.E
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Posted - 2010.12.04 00:05:00 -
[620]
Originally by: Chris Cochrane The new munition changes have remedied the issues with the Gallente weapon systems, whether of not it was beneficial to leave the cap penalty on the Void & Javelin ammo will tell soon enough.
For those wondering about the range on the blasters, rails and the DPS; to summary things, Gallente have the highest optimal, a decent fall off on all there guns (that's blasters AND rail guns of all sizes)
Originally by: Ogogov How do you figure that? That's right, you can't. Because you're wrong.
I suppose i should have included the math but to humor you, if you were to compare using the optimals AND falloffs of the 3 turrets from each race in evemon, you'll be able to determine the guns strengths, here let me post some numbers to give an idea of what I'm trying to say: OPTIMAL RANGE: Heavy Neutron Blaster2:3600m - 425MM Howitzer2:2400m - Mega pulse laser2:12km ACCURACY FALLOFF: Heavy Neutron Blaster2:5km - 425MM Howitzer2:9600m - Mega pulse laser2:4km
When you stack the numbers you'll see it doesn't matter what the size of the gun is, the variables are quite balanced when you shift up or down between the sizes. If you look at the vagabond it may get 12km with OPT and AF combined on its auto cannons, which is 4 km more then Gallente blasters, But the Gallente receive a higher damage multiplier giving the blasters there edge. The damage mod on the artys is mostly alpha, if you look, you'll see the Minmatar are the poorest DPS ship in extended battles due to there rate of fire on there artys. there auto cannons also have a very poor opt and a slightly less AF on there auto cannons compared to the Gallente.
The issue I can see with the Gallente HAC class would be its inability to run around like the vagabond, had it received a speed bonus, most Gallente pilots would excel and they would be worth flying.
Before I forget about the Amarr HACs, they have crazy range, and the reason for this is of course that they are not intended to run around, they are a sniper race ^^ They are also prone to cap issues, which balances its high damage and range.
Quote: The penalties on there T2 ammo however, gave them a handicap which most Gallente pilots were less then willing to use. The new changes have made the ammo worth using and should appropriately improve the Gallente damage/range.
Originally by: Ogogov You're forgetting all other short range T2 ammo also got changed...
This is good, they were handicapped just like Gallente ammo, the Gallente javelins and void munitions upgrades make them suitable for combat again.
keep in mind I am a Gallente pilot, I believe the source of most Gallente frustration is in the Deimos, it is in need of a serious buff, as is the drone damage on the Domi. I ENCOURAGE someone to start a thread about it as I am not very good with those kinds of things. 
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Crazy KSK
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Posted - 2010.12.04 01:55:00 -
[621]
Originally by: Fettered Soul Edited by: Fettered Soul on 14/11/2010 23:28:53
Originally by: Praetor Novak CCP fix blaster range, it's been a HUGE problem for Gallente pilots for YEARS...
It will blur weapon difference. Blaster needs: More tracking Optimal + falloff is the shortest in the game. Why is it challenge to hit an appropriate target at native range? Small DPS boost DPS advantage should correspond with range disadvantage. Pulses shoot 85% of blaster DPS at 300% blaster range - it is not fair (comparing NULL VS Scorch and Barrage ammo difference is more insane). Small DPS boost is needed to compensate approaching time where a blaster boat gets damage without counterattack. More agility for Gallente ships Gallente boats tank armor - it means ships are penalized with speed and agility. Gallente boats are blaster boats - it means they must approach as quick as possible at their tiny optimal range. But these two sentences contradict to each other. Ok fastest ships are Minmatar ships. Lets give some agility (not speed) to Gallente boats to move fast linearly.
exactly that though I think the damage boost to blasters should be rather big on medium and large weapons so a blaster boats can catch up the damage done to them while they where being shot at while getting in range in the time they still have till they die also the speed of gallente ships needs to be buffed a little too just a little I think even though it would make sense for gallente having the weapon with the shortest range to have the fastest ships but but duno  |

Geanos
Phoenix Tribe
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Posted - 2010.12.09 18:05:00 -
[622]
Hey CCP, don't be so cheap. You should hire a permanent balance team that can put up balance patches faster.
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Kvo Vadis
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Posted - 2010.12.10 05:53:00 -
[623]
Edited by: Kvo Vadis on 10/12/2010 05:54:57 My proposal: 20-30% Increase blaster tracking Weapon ranges are graded: Pulse(Abaddon+MPII) -> AC(Mael+800II) -> Blaster(Hyp+NCII) 15+10 -> 3+24 -> 4.5+13 Tracking speeds are also graded: Pulse(Abaddon+MPII) -> AC(Mael+800II) -> Blaster(Hyp+NCII) 0.04219 -> 0.054 -> 0.05412 Blaster tracking speed is underpowered. It is almost the same as AC (note: Minmatar ships usually have free low slots for TE for even more tracking) AC VS Pulse - 0.054/0.04219 = about 30% difference Blaster VS AC - 0.05412/0.054 = about 0.2% difference I think tracking difference should be more than 0.2% considering 200% AC falloff advantage.
12.5% Increase Blaster Damage Considering difficulties in applying DPS due to range disadvantage Blasters should have more power to compensate approaching time.
Decreasing Blaster CAP use or increasing CAPACITOR capacity (for Gallente ships especially) It is pretty difficult to have cap for CAP EATING weapon, for CAP EATING tank (Gallente ships have active tanking bonuses), for CAP EATING MWD (MWD is only one chance to approach at a blaster range)
Gallente boats small speed boost Gallente ships mostly armor tanking. They have penalties from rigs. It is killing ability to use weapon at their range.
P.S. Actually I do not care about blasters. Now I have t2 Mega Pulses. They shoot with MF like blasters and they shoot with Scorch like Railguns. I have long and close in one suit. I am sorry for SP invested in Hybrids 
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Gypsio III
Dirty Filthy Perverts
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Posted - 2010.12.10 09:29:00 -
[624]
In my opinion, the problem is not that blasters are poor as such, it's that lasers are too good in the point-blank environment where you should be using blasters. Remove the 25% increase to tracking that Pulse got at the height of the nano-silliness. Blasters may still need a bit more damage after that, but it's a start.
Rails are an awkward one. There's nothing the matter with the rail-Taranis, and a lot of the Eagle's problems are to do with PG. Maybe a bit more optimal range? That would let the range-bonused Caldari boats use CN ammo more easily, giving them more damage and better tracking than when using Spike.
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The Djego
Minmatar Hellequin Inc.
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Posted - 2010.12.10 11:14:00 -
[625]
Originally by: Gypsio III In my opinion, the problem is not that blasters are poor as such, it's that lasers are too good in the point-blank environment where you should be using blasters. Remove the 25% increase to tracking that Pulse got at the height of the nano-silliness. Blasters may still need a bit more damage after that, but it's a start.
Rails are an awkward one. There's nothing the matter with the rail-Taranis, and a lot of the Eagle's problems are to do with PG. Maybe a bit more optimal range? That would let the range-bonused Caldari boats use CN ammo more easily, giving them more damage and better tracking than when using Spike.
You would still fly a slow, inflexible ship, that can't control range and hit targets properly at web ranges. It would be still useless and everything that would be archived is that people fly less amarr and more mini. ---- Nerf Tank - Boost Gank!
Originally by: Amantus Real men don't need to get into blaster range.
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Gypsio III
Dirty Filthy Perverts
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Posted - 2010.12.10 12:01:00 -
[626]
Originally by: The Djego Edited by: The Djego on 10/12/2010 11:16:27
Originally by: Gypsio III In my opinion, the problem is not that blasters are poor as such, it's that lasers are too good in the point-blank environment where you should be using blasters. Remove the 25% increase to tracking that Pulse got at the height of the nano-silliness. Blasters may still need a bit more damage after that, but it's a start.
You would still fly a slow, inflexible ship, that can't control range and hit targets properly at web ranges. It would be still useless and everything that would be archived is that people fly less amarr and more mini.
Certainly Minmatar would be a big beneficiary of such a change. Frankly, I think the recent AC changes were a fundamental mistake. But I disagree with the "can't control range and hit targets properly at web ranges" - the problem is getting there in the first place, as you allude to. It's wrong that one race is faster, more agile and has weapons with much longer range. The Deimos is supposed to be balanced with the Vagabond in small-scale fights; but what kinda of crazy changes would you have to make to make those two balanced with each other?
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The Djego
Minmatar Hellequin Inc.
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Posted - 2010.12.10 12:56:00 -
[627]
Edited by: The Djego on 10/12/2010 13:00:26
Originally by: Gypsio III
But I disagree with the "can't control range and hit targets properly at web ranges" - the problem is getting there in the first place, as you allude to.
I would agree that blaster ships are not agile/fast enough. However what is the point of going to combat ranges with blaster ships if any mini hull(in a TE gank setup) will deliver a far better damage projection at her respectable combat ranges(and in 9/10 cases the better damage on the target in the end) than you will archive at point blank with the current 60% webs? Pre QR, many people did think a blaster ships put out far more dps than it actually had. This opinion is mostly based around how people did fit and fly blaster ships and the ability to deliver peak dps(what was impossible for next to any other ship bar puls fits at range) relative easy and predictable. Without this the hole concept itself isn't this hot if you want to bring it for damage, and lets be honest there isn't anything else it has going for it outside of expensive active tanks with a "gank me" sticker on the back.
Originally by: Gypsio III The Deimos is supposed to be balanced with the Vagabond in small-scale fights; but what kinda of crazy changes would you have to make to make those two balanced with each other?
I'm pretty sure I wrote down a lot about it in the diemost thread on SHC. Main problem of the diemost is that it offers next nothing over other T1 damage dealers at combat ranges and lacks the proper survivability to make it more attractive in this role.
---- Nerf Tank - Boost Gank!
Originally by: Amantus Real men don't need to get into blaster range.
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Ogogov
Gallente Test Alliance Please Ignore
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Posted - 2010.12.10 14:05:00 -
[628]
But it's not just the Deimos.
Any blaster platform suffers from similar problems. The Thorax is so cheap that arguably its loss is not so much of a blow, but it's still a very ineffective ship.
The Brutix is so broken that its greatest hull bonus is often ignored in favor of a second-rate shield buffer, the only thing that can give it enough agility to function as a close range bruiser.
As for the Hyperion? people laugh at you for flying these! Again, it's a scaled up Brutix and is more often shield tanked for agility and speed.
The only 'viable' blaster ships that you see are the Taranis and Megathron - and even they have enough significant problems that they're a fairly rare sight.
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Korg Leaf
Time Bandits.
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Posted - 2010.12.10 14:23:00 -
[629]
Originally by: Ogogov But it's not just the Deimos.
Any blaster platform suffers from similar problems. The Thorax is so cheap that arguably its loss is not so much of a blow, but it's still a very ineffective ship.
The Brutix is so broken that its greatest hull bonus is often ignored in favor of a second-rate shield buffer, the only thing that can give it enough agility to function as a close range bruiser.
As for the Hyperion? people laugh at you for flying these! Again, it's a scaled up Brutix and is more often shield tanked for agility and speed.
The only 'viable' blaster ships that you see are the Taranis and Megathron - and even they have enough significant problems that they're a fairly rare sight.
There are a few viable blaster platforms unforunately they are all on the frigate level, although the megathron is good it still gets outperform by other races bs. Obviously the Vindicator is good.
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Kvo Vadis
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Posted - 2010.12.10 14:43:00 -
[630]
Edited by: Kvo Vadis on 10/12/2010 14:44:00 One more addition to blaster change: Blaster weapon PG requirements should be decreased Compare percentage of top-tier turret PG in ship PG: ------ Mega Pulse II on Abaddon - 2475/26250 about 9% AC 800II on Maelstrom - 1980/26250 about 7.5% Neutron Blaster on Hyperion - 2126/19687 about 10.8% (!) ------ Mega Pulse II on Apoc - 2475/25625 about 9.6% AC 800II on Tempest - 1980/19375 about 10.2% Neutron Blaster on Megathron - 2126/19375 about 10.9% (!)
You can say: "Hey, 2nd tier ships have different turrent harpoints". Ok lets compare free PG on ships after we place full set turrets and Large Destabilizers (2000 PG) ------ Apoc - after placing 8 Mega Pulse II turrets we have 5825 PG Tempest - after placing 6 AC 800II turrets and 2 Destabilizers we have 3495 PG Megathron - after placing 7 NBCII turrets and 1 Destabilizer we have 2489 PG (!) Hey! LARII needs 2300 PG
Compare yourself small and medium AC
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