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Ogogov
Gallente Test Alliance Please Ignore
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Posted - 2011.01.03 14:06:00 -
[661]
Originally by: Naomi Knight
Originally by: crimson fire Here's a gallente fix:
Let everyone reallocate the sp to caldari
why? caldari blaster ships are even worse than gallente
?
Caldari droneboats are also even worse than Gallente
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ghatu
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Posted - 2011.01.03 17:51:00 -
[662]
This is a huge post now (20+ pages). It has surely been seen by CCP. Still nothing from CCP? hmm..
I too agree with: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1424543
The storyline is that blasters are to be feared. LOL Not currently.
What good is a big shotgun if you need a rifle?
Why doesn't CCP randomly parse select killmails and form some statistics. Doing so should show the decline in Gallente ship usage in low sec. The ineffectiveness of using certain weapons in PvP. The various loadouts attempted. It would likely be very revealing. Perhaps way too revealing.
They could find a battle they figure should have been won the other way and attempt it on test server. And tweak the stats until it worked as they intended it to.
This is the job of CCP, not the players. I pay to have fun and do what I want with my subscription. How dare CCP force us to become free labor for them. They are the ones with the ability to query their databases for the information and statistics they would like. They can formulate and produce testing mechanisms for proofs.
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Glyn Davish
Aliastra
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Posted - 2011.01.03 18:21:00 -
[663]
I think this accurately reflects the current state of hybrid weapons, and of Gallente ships in general.
It's NERF, or nothin'.
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Vandiilo
Gallente Full Metal Jacket LLC
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Posted - 2011.01.04 04:32:00 -
[664]
Still no word on hybrid turret's getting some love?
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Wacktopia
Dark Side Of The Womb
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Posted - 2011.01.04 15:46:00 -
[665]
/support
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InColdBlood
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Posted - 2011.01.04 16:32:00 -
[666]
Edited by: InColdBlood on 04/01/2011 16:35:00 Edited by: InColdBlood on 04/01/2011 16:34:28 How about this for a solution:
Take a look at the word hybrid. It means a melt between two systems.
Lets go from there...
Why not let ammo deside how the weapon works. If a player loads rail ammo the gun will fire as a rail. If the player loads blaster ammo it will work as a blaster.
2 guns in one. A hybrid.
Both rail and blasters suck so much that combined they just about make a decent weapon.
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Erik Finnegan
Polytechnique Gallenteenne
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Posted - 2011.01.08 21:48:00 -
[667]
+1 |
Dan Delnucci
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Posted - 2011.01.09 00:22:00 -
[668]
I, Dan Delnucci, support this movment.
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Topherak
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Posted - 2011.01.09 00:24:00 -
[669]
This has been a long standing problem. I'll throw my hat in.
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Nischara
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Posted - 2011.01.09 09:36:00 -
[670]
Originally by: InColdBlood Edited by: InColdBlood on 04/01/2011 16:35:00 Edited by: InColdBlood on 04/01/2011 16:34:28 How about this for a solution:
Take a look at the word hybrid. It means a melt between two systems.
Lets go from there...
Why not let ammo deside how the weapon works. If a player loads rail ammo the gun will fire as a rail. If the player loads blaster ammo it will work as a blaster.
2 guns in one. A hybrid.
Both rail and blasters suck so much that combined they just about make a decent weapon.
i love this idea balance the changes so that hybrids suck just like they do now but you can switch between a sniping and short range dps just by changing amo, not refiting a ship
that way you get all the penalties of all weapon systems just like you do now but you also have a 2-in-1 weapon system which creates unique tactics and is completely diferent from any other weapons
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Jahpahjay
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Posted - 2011.01.09 12:11:00 -
[671]
Originally by: Nischara
Originally by: InColdBlood Edited by: InColdBlood on 04/01/2011 16:35:00 Edited by: InColdBlood on 04/01/2011 16:34:28 How about this for a solution:
Take a look at the word hybrid. It means a melt between two systems.
Lets go from there...
Why not let ammo deside how the weapon works. If a player loads rail ammo the gun will fire as a rail. If the player loads blaster ammo it will work as a blaster.
2 guns in one. A hybrid.
Both rail and blasters suck so much that combined they just about make a decent weapon.
i love this idea balance the changes so that hybrids suck just like they do now but you can switch between a sniping and short range dps just by changing amo, not refiting a ship
that way you get all the penalties of all weapon systems just like you do now but you also have a 2-in-1 weapon system which creates unique tactics and is completely diferent from any other weapons
And here's yet another good way to fix hybrids! If you're reading this and the other posts about blasters and rails, CCP, there are plenty of options for how to fix hybrids.
Just choose one, please.
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Merijin
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Posted - 2011.01.09 14:31:00 -
[672]
Originally by: Xahara Edited by: Xahara on 30/04/2010 22:10:45 So, for the over 9000th time, I'm going to complain about how blasters need to be boosted.
For their current damage output, they do not have enough range to be effective. They're supposed to be a "cross" between pulse lasers and autocannons, therefore, their optimal and falloff should be a bit higher than 0kms (ok, I'm exagerating, but you get my point).
This makes blaster boats highly inneffective in combat, such as the Deimos, for example. I've stopped flying them for PVP completely, because they just get slaughtered (mainly because of the fact that it is indeed a crappy ship overall). And, on that note, I'd choose a Vagabond over a Deimos anyday to PVP in, or even a Zealot.
But anyways, the Deimos isn't the subject of this post. The fact that you can hit up to 45km with Pulse Lasers and Scorch ammo (and still do a lot of damage) is pretty overpowered compared to the not-so-powerful-anymore, range-defficient blasters.
Currently, Gallente ships are a very hard choice for large fleet engagements, since blasters don't hit far enough, thus forcing us to use failguns instead (see what I did there?). Let me put some ratio numbers in here:
Gun Type - DPS (Dmg Mod X Hi Dmg Ammo / ROF) - Optimal + Falloff - Ratio [DPS X (Optimal + Falloff)]
Neutron Blaster Cannon II - 4.2 X 48 / 7.88 - 3,600 + 10,000 - 347,939 800mm Repeating Artillery - 3.234 X 48 / 7.88 - 2,400 + 19,000 - 421,569 Mega Pulse Laser II - 3.6 X 48 / 7.88 - 12,000 + 8,000 - 0.03375 - 438,578
425mm Railgun II - 3.3 X 48 / 9.56 - 28,500 + 24,000 - 869,874 1400mm Howitzer Artillery II - 12.807 X 48 / 40.16 - 24,000 + 35,000 - 903,123 Tachyon Beam Laser II - 5.4 X 48 / 12.50 - 26,000 + 20,000 - 953,856
Solution: Either increase blasters' damage to match their ridiculous range or increase their ridiculous range to match their damage.
I feel like I've covered most of the aspects in this post, so, support (or flame) away!
EDIT: Moar Numberz.
Bump
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Joss56
Gallente The Scope
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Posted - 2011.01.09 14:46:00 -
[673]
Edited by: Joss56 on 09/01/2011 14:47:08 I've found the solution for me, instead of waiting i'm starting to crosstrain minmatar.
In fact gallente race ships/weapons is the tutorial of eve. It shows you what you should never do in the game, train for them ________________________________________________
"You do realise you live on a globe, right? And that there places outside the USA/UK?"
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Jaxemont
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Posted - 2011.01.10 01:09:00 -
[674]
Originally by: Joss56 Edited by: Joss56 on 09/01/2011 14:47:08 I've found the solution for me, instead of waiting i'm starting to crosstrain minmatar.
In fact gallente race ships/weapons is the tutorial of eve. It shows you what you should never do in the game, train for them
Funny, I did the same thing. It started off with me training projectile turrets for my Myrmidon. (Which is a decent enough ship with drone and armor rep bonuses). Then decided to screw it and cross train to Minmatar completely. It only takes 2-3 days to train to a Hurricane (Thank god Battlecruisers isn't race specific).
Maybe if enough Gallente capsuleers cross train to some other race, CCP will take the hint that Gallente ships aren't that great? (I still like my Myrmidon though. )
(BTW I like to add things in parentheses if you haven't noticed.)
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X Gallentius
Quantum Cats Syndicate
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Posted - 2011.01.10 16:25:00 -
[675]
Look on the bright side. The +5% medium hybrid damage implant (ZGM1000) is dirt cheap!
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Joss56
Gallente The Scope
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Posted - 2011.01.10 19:00:00 -
[676]
Originally by: X Gallentius Look on the bright side. The +5% medium hybrid damage implant (ZGM1000) is dirt cheap!
I would still be far from my dmg output with autos and no implant.
Better w8 and buy the one for autos, best ________________________________________________
"You do realise you live on a globe, right? And that there places outside the USA/UK?"
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Lord EmBra
Cutting Edge Incorporated RAZOR Alliance
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Posted - 2011.01.10 20:07:00 -
[677]
I¦m supporting a buff to blasters (and railguns).
There is absolutely no reason why anyone should use hybrid guns over any other turret-weapon in the game today.
Things that are bad for weapons are - capacitor usage - short range - low tracking speed
Hybrids have all these bad "attributes" + generally have ships that are aimed at active tanking and are slow.
While lazoers also have capacitor use, they are compensated by their long range and good tracking + Amarr ships that are generally bonused for passive tanking.
ACs have a moderate range (longer than hybrids) but are compensated by having fast ships (minmatar) and projectile doesn't use capacitor + they have a good tracking.
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Merijin
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Posted - 2011.01.11 10:12:00 -
[678]
Originally by: Lord EmBra
Things that are bad for weapons are - capacitor usage - short range - low tracking speed
Hybrids have all these bad "attributes" + generally have ships that are aimed at active tanking and are slow.
OMG Lord EmBra, thank you a lot man! Now i know why they are caled "Hybrid", they combine all this things :).
But I'm reskilling Minmater rightnow. To bad didn't do this from the start.
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Naomi Knight
Amarr
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Posted - 2011.01.11 10:58:00 -
[679]
Originally by: Lord EmBra I¦m supporting a buff to blasters (and railguns).
There is absolutely no reason why anyone should use hybrid guns over any other turret-weapon in the game today.
Things that are bad for weapons are - capacitor usage - short range - low tracking speed
Hybrids have all these bad "attributes" + generally have ships that are aimed at active tanking and are slow.
While lazoers also have capacitor use, they are compensated by their long range and good tracking + Amarr ships that are generally bonused for passive tanking.
ACs have a moderate range (longer than hybrids) but are compensated by having fast ships (minmatar) and projectile doesn't use capacitor + they have a good tracking.
you forgot to mention very hard fitting issues which is also true for blasters oh and why blaster ships have to be the slowest deimos is slower than the zealot wtf who tested this ?
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Merijin
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Posted - 2011.01.18 11:24:00 -
[680]
bump.
Btw I think I have a solution to the Balster and Gallente problem. I start training Minmater!
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Joss56
Gallente The Scope
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Posted - 2011.01.18 11:41:00 -
[681]
Edited by: Joss56 on 18/01/2011 11:46:22 Edited by: Joss56 on 18/01/2011 11:44:12
Originally by: Merijin bump.
Btw I think I have a solution to the Balster and Gallente problem. I start training Minmater!
You'll get back for your bucks faster training other thing than wait something from CCP about this issue, 2009 people already sayin and nothing donne since so i'm glad i've not spent a second training advanced skils of that **** that are blasters.
They just don't know how to fix it, and not ready to change this since they are incapable to find where the problem comes from. Easyer to say: train something else, just a few months subscription thrown by the window because of someones incompetence in this matter.
This issue exists now for years, if they can't see it just stop recruiting blind dev's ________________________________________________
"You do realise you live on a globe, right? And that there places outside the USA/UK?"
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Jimmy Duce
Navy of Xoc
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Posted - 2011.01.23 01:30:00 -
[682]
Blasters, increase tracking
/thread
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Purple Warlock
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Posted - 2011.01.23 01:56:00 -
[683]
Edited by: Purple Warlock on 23/01/2011 01:57:29 I think I read this somewhere in a dev blog or something but CCP said that they believe blasters are working as they should but they were wondering if the real issue is the fact that there is no way to close in on the enemy fast enough. So really what do you guys think, if there was a way to get close enough to the enemy and not be so ****ed tank wise. would that solve the problem? not sure what they are gonna do bought rails tho
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Jamtech Lingo
NosWaffle Nostradamus Effect
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Posted - 2011.01.23 08:43:00 -
[684]
Uping the range bonus of the blaster T2 long-range ammo should solve the problem, making it a short to mid-range weapon like the others and not just a short to fail-range |
Manta Avoid
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Posted - 2011.01.25 07:35:00 -
[685]
/jiggle
Lets :) Fat kids are harder to kidnap |
Ogogov
Gallente Test Alliance Please Ignore
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Posted - 2011.01.25 14:55:00 -
[686]
Originally by: Purple Warlock Edited by: Purple Warlock on 23/01/2011 01:57:29 I think I read this somewhere in a dev blog or something but CCP said that they believe blasters are working as they should but they were wondering if the real issue is the fact that there is no way to close in on the enemy fast enough. So really what do you guys think, if there was a way to get close enough to the enemy and not be so ****ed tank wise. would that solve the problem? not sure what they are gonna do bought rails tho
In this case CCP is provably wrong, as has been discussed on this board many times before, because blasters cannot apply even a fraction of their DPS unless both attacker and target are completely stationary. I understand railguns are clearly a gimp weapons system and were designed to be a pointless afterthought from the get-go (which leaves Gallente without a long-range engagement option), but blasters are clearly referenced many times as the primary weapon system of the Gallente next to drones (which are also terrible in their current state)
There is a problem with the weapons themselves, and there is a problem with the ships, and there is a problem in the interaction between the game mechanics and the entire faction's engagement philosophy. That is why there have been at least two "FIX hybrid/gallente" threads on page one of the Assembly Hall, Features and Ideas and Ships and Modules forums for the past four months.
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Bagehi
Association of Commonwealth Enterprises R.A.G.E
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Posted - 2011.01.25 17:35:00 -
[687]
Originally by: Ogogov There is a problem with the weapons themselves, and there is a problem with the ships, and there is a problem in the interaction between the game mechanics and the entire faction's engagement philosophy.
As an example: the Vagabond flies much faster, is significantly more maneuverable, and its guns have dramatically more range than the Deimos. Not a fair trade for a slight damage and tracking increase between AC and blasters.
The boats need a bonus that negates the impact of armor modules directly by changing either the ships maneuverability and/or their ability to accelerate. I think they are currently one and the same modifier. Minmatar should have maneuverable or high speed, not both. Gallente should have one of these perks to fix their ships.
The blasters need to have the sig radius of the weapons decreased and the tracking increased. Or just a straight increase to damage. The negatives of the weapons do not balance the positives. Either decrease the negatives (infringing on other weapons niche) or increase the positives.
This signature is useless, but it is red.
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Swynet
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Posted - 2011.01.26 18:22:00 -
[688]
Bumpish
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Steph Wing
Blame The Bunny Reverberation Project
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Posted - 2011.01.26 18:44:00 -
[689]
Hilariously irrelivant numbers and equations in the OP.
Blasters do need lovin though.
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Weddel
Shiva
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Posted - 2011.01.26 18:52:00 -
[690]
+1
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