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Shade Millith
Macabre Votum Morsus Mihi
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Posted - 2009.11.04 08:50:00 -
[31]
Originally by: Stil Harkonnen scram and web changes ****ed gallente over,
Ok, this is something that I keep hearing, and have yet to understand WHY the changes have 'screwed over gallente' --------------------------------------------
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Murina
Gallente The Scope
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Posted - 2009.11.04 08:55:00 -
[32]
Originally by: Sir Fourhead TELL ME SIR WHAT IS YOUR PLAN TO BOOST BLASTERS WITHOUT HEDGING OUT ACS OR PULSES
Ask and ye shall recieve although try to be less of a EMOTARD in future.
Make the iron ammo do roughly the same dmg as MF (as it still has a lower optimal) then slightly increase that dmg for each lower range ammo until you get down to AM that does either the same dmg as it does now or maybe a little more.
This way amarr BS will still have:
1. insta reload 2. much greater available optimal range 3. better EHP
But at least blaster ships will no longer be a utterly limited and rather worthless one trick pony compared to lasers and have a slight DPS advantage below MF optimal unlike now where MF has the advantage down to 6-8km.
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lecrotta
Minmatar lecrotta Corp
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Posted - 2009.11.04 09:01:00 -
[33]
Originally by: Kail Storm
Also rails suck are you sure its not ship bonuses? They have to have better tracking than Lasers.
425mm railgun 0.0962
Tachyon T2 = 0.01329
Tachyon T2 has better tracking than 425mm rails.
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Dr Fighter
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Posted - 2009.11.04 09:11:00 -
[34]
Blasters could do with a tracking and dmg boost the range isnt fine but it isnt ment to be - the issue with the weapon system is theres little reward for getting in so close. The guns miss and only hit for what the other weapon systems do at tripple the ranges.
Also factor in the types of setups that are used for getting in so close, simply not enough face melting action once you do. This is why lasers are FOTM, if blasters had 25% more dmg and tracking the range advantage of lasers would diminish and create more even ballence.
this is what i think, poo to you with knobs on if you dont like it.
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Ralavina
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Posted - 2009.11.04 10:05:00 -
[35]
Originally by: Shade Millith
Originally by: Stil Harkonnen scram and web changes ****ed gallente over,
Ok, this is something that I keep hearing, and have yet to understand WHY the changes have 'screwed over gallente'
don't be obtuse.
Webs went form 90% speed reduction to 60% - ships can now orbit much faster than before. That's *fine* but blasters optimal range is about 2km for mediums and about 3-5km for large. Ships now going about 4x as fast when webbed (1000m/s > 100m/s has now become 1000m/s > 400m/s) and the blasters, at that very close range, cannot track them.
Blasters have a slightly higher damage output at their optimal, but it's very difficult to even approach that level of DPS if the target is moving, due to tracking.
The web change, whilst it was a good thing overall, left Gallente blaster boats much further behind the other races as in order to do any damage they HAVE to engage in web range. Unless you 60% your damage and use Null but that tracking's pretty terrible too.
What Gallente need is an increase in tracking (not a huge amount, say, 10-20%) across the board for blasters and perhaps a little more added to the damage modifier to compensate for the fact that 95% of the time you wont be firing at your exact optimal range with no tracking issues. Ralara's banned again so this is my alt :p |
Shade Millith
Macabre Votum Morsus Mihi
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Posted - 2009.11.04 10:43:00 -
[36]
Edited by: Shade Millith on 04/11/2009 10:44:15
Originally by: Ralavina
Originally by: Shade Millith
Originally by: Stil Harkonnen scram and web changes ****ed gallente over,
Ok, this is something that I keep hearing, and have yet to understand WHY the changes have 'screwed over gallente'
don't be obtuse.
Webs went form 90% speed reduction to 60% - ships can now orbit much faster than before. That's *fine* but blasters optimal range is about 2km for mediums and about 3-5km for large. Ships now going about 4x as fast when webbed (1000m/s > 100m/s has now become 1000m/s > 400m/s) and the blasters, at that very close range, cannot track them.
Blasters have a slightly higher damage output at their optimal, but it's very difficult to even approach that level of DPS if the target is moving, due to tracking.
The web change, whilst it was a good thing overall, left Gallente blaster boats much further behind the other races as in order to do any damage they HAVE to engage in web range. Unless you 60% your damage and use Null but that tracking's pretty terrible too.
What Gallente need is an increase in tracking (not a huge amount, say, 10-20%) across the board for blasters and perhaps a little more added to the damage modifier to compensate for the fact that 95% of the time you wont be firing at your exact optimal range with no tracking issues.
So? Use a scram and web? Or how about scram and dual webs?
Edit : I do agree that blasters should have more tracking. --------------------------------------------
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Tippia
Raddick Explorations
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Posted - 2009.11.04 11:34:00 -
[37]
Edited by: Tippia on 04/11/2009 11:34:52
Originally by: Ralavina Webs went form 90% speed reduction to 60% - ships can now orbit much faster than before. That's *fine* but blasters optimal range is about 2km for mediums and about 3-5km for large. Ships now going about 4x as fast when webbed (1000m/s > 100m/s has now become 1000m/s > 400m/s) and the blasters, at that very close range, cannot track them.
If they're flying at 400m/s, you still receive the 6+ sig modifier from the MWD they have active, which means that for tracking purposes, they're actually going at 66m/s. At 2k range, that's an angular velocity of 0.033 rad/s — well below even the slowest-tracking of medium blasters…
Also, in terms of raw speed, it's worth remembering that New Web (+0.4 speed) + New Scram (+0.16 speed) is very much like Old Web (+0.1 speed) + Old Scram (no speed change).
So no, the orbit speed before and after the change has nothing to do with the post-QR performance of blasters — it's actually the lack of an active MWD on the target that makes all the difference. ——— “If you're not willing to fight for what you have in ≡v≡… you don't deserve it, and you will lose it.” — Karath Piki |
ropnes
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Posted - 2009.11.04 11:54:00 -
[38]
Exactly The scram doesn't help you hit any better because the reduced sig cancels out the reduced speed
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Hidden Snake
Caldari Inglorious-Basterds
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Posted - 2009.11.04 13:00:00 -
[39]
Guys stop eft warrioring and try scam web combo directly in the game. U cannot fly gal non drone ship without it.
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Tippia
Raddick Explorations
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Posted - 2009.11.04 13:06:00 -
[40]
Originally by: Hidden Snake Guys stop eft warrioring and try scam web combo directly in the game. U cannot fly gal non drone ship without it.
That has to do with controlling range — not orbit speeds and hit chances. ——— “If you're not willing to fight for what you have in ≡v≡… you don't deserve it, and you will lose it.” — Karath Piki |
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Rastigan
Caldari Ars ex Discordia GoonSwarm
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Posted - 2009.11.04 13:21:00 -
[41]
Originally by: lecrotta
Originally by: Kail Storm
Also rails suck are you sure its not ship bonuses? They have to have better tracking than Lasers.
425mm railgun 0.0962
Tachyon T2 = 0.01329
Tachyon T2 has better tracking than 425mm rails.
Thank you, most of the Gallente has 'awesum' ships posts have been by people who have no clue, especially the Eos comments.
Every Fleet command ship has a usefull niche:
Vulture: Wicked passive,active, buffer tank and low dps, but extreme range sniping. Claymore: Autocannons that track frigates like mad, incredible burst active tank, compliments hac/recon gangs very well with its skirmish bonuses. Damnation: Obscene buffer tank, bonuses make RR BS gangs even stronger. Eos: has the ability to make people say wtf is an Eos? Like a Myrmidon without a Drone Bonus, weaker tank than some field command ships.
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Ralavina
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Posted - 2009.11.04 14:03:00 -
[42]
Edited by: Ralavina on 04/11/2009 14:03:53
Originally by: Tippia Edited by: Tippia on 04/11/2009 11:34:52 If they're flying at 400m/s, you still receive the 6+ sig modifier from the MWD they have active, which means that for tracking purposes, they're actually going at 66m/s.
afterburner...
Yes, I'm aware that Amarr and Minmitar also have this issue with small ships orbitting at 500m with afterburners on however they have the luxury of doing full/near full damage at 10,20,30km away whilst Gallente Blaster boats have to be within 5km to be within the optimal.
The main issue is that the optimal of blasters will always be very close up and now that webs allow them to go 4x faster than they were previously, that's a 4x tracking loss that the blaster boats got.
Quote: At 2k range, that's an angular velocity of 0.033 rad/s ł well below even the slowest-tracking of medium blastersą
Also, in terms of raw speed, it's worth remembering that New Web (+0.4 speed) + New Scram (+0.16 speed) is very much like Old Web (+0.1 speed) + Old Scram (no speed change).
So no, the orbit speed before and after the change has nothing to do with the post-QR performance of blasters ł it's actually the lack of an active MWD on the target that makes all the difference.
No, because many people fit afterburners on their ships - AFs, frigates, some HACs, Pilgrims etc. Sure, you rarely see an afterburning Raven or something but whereas before the megathron/hyperion (which has no tracking bonus) would be able to at least get some hits in, due to the 4x faster velocity of the targets, the tracking is screwed.
Yes you can still kill stuff and no, blasters aren't dead but it's a combination of the web changes and the fact that blasters (which are meant to be the highest DPS weapons in the game) require to be between 500 and 5000 meters in order to work properly. As outlined above, this creates a lot of problems with tracking meaning the theoretical max DPS is very rarely achieved compared to pulse lasers or autocannons (although autocannons aren't too far off blasters with this problem too).
You can argue against it all you want, but you're wrong. Ralara's banned again so this is my alt :p |
Arrador
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Posted - 2009.11.04 14:07:00 -
[43]
Originally by: lecrotta
Originally by: Kail Storm
Also rails suck are you sure its not ship bonuses? They have to have better tracking than Lasers.
425mm railgun 0.0962
Tachyon T2 = 0.01329
Tachyon T2 has better tracking than 425mm rails.
I guess my math and understanding of rads is fubared. But isn't 0.0962 > 0.01329 ?
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Tippia
Raddick Explorations
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Posted - 2009.11.04 14:12:00 -
[44]
Edited by: Tippia on 04/11/2009 14:13:34
Originally by: Ralavina afterburner...
Yes, I'm aware that Amarr and Minmitar also have this issue with small ships orbitting at 500m with afterburners on however they have the luxury of doing full/near full damage at 10,20,30km away whilst Gallente Blaster boats have to be within 5km to be within the optimal.
Fortunately, the Gallente (in particular) have a special recipe against these pests in the form of drones, so they arguably have less problem than most races.
Quote: No, because many people fit afterburners on their ships - AFs, frigates, some HACs, Pilgrims etc.
Yes. You see a lot of those, mainly on killmails, since they're too slow and can't control range.
Originally by: Arrador
Originally by: lecrotta 425mm railgun 0.0962 Tachyon T2 = 0.01329
Tachyon T2 has better tracking than 425mm rails.
I guess my math and understanding of rads is fubared. But isn't 0.0962 > 0.01329 ?
Your math knowledge is ok — it's lecrotta's copy-pasting skills that are fubared. The numbers for the 425mm are one zero short – it should be 0.00962 rad/s. ——— “If you're not willing to fight for what you have in ≡v≡… you don't deserve it, and you will lose it.” — Karath Piki |
lecrotta
Minmatar lecrotta Corp
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Posted - 2009.11.04 15:00:00 -
[45]
Originally by: Arrador
Originally by: lecrotta
Originally by: Kail Storm
Also rails suck are you sure its not ship bonuses? They have to have better tracking than Lasers.
425mm railgun 0.0962
Tachyon T2 = 0.01329
Tachyon T2 has better tracking than 425mm rails.
I guess my math and understanding of rads is fubared. But isn't 0.0962 > 0.01329 ?
Yea it looks like i missed off a 0, but then if you had trudged through wind and snow fighting off hostile aliens and rabid polar bears just to.....left click the frigin weapon systems yourself and look at the bloody stats instead of being a lazy git like most ppl on here it would not have been necessary.
EMOPRANT over.
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Precisionist
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Posted - 2009.11.04 15:12:00 -
[46]
Well if they give gallente ships more speed, at least for blaster boats, it will help, but still, blaster should be getting more tracking/damage or more range.
And give rails more damage.
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Hidden Snake
Caldari Inglorious-Basterds
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Posted - 2009.11.04 15:48:00 -
[47]
well i must say u guys should learn how to pilot ships with scram and control range ... It is no more click approach and see what will happen.
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Brent riper
Caldari Night Wolves Deprived of Existence by Mercenaries of the Night
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Posted - 2009.11.04 16:06:00 -
[48]
srsly though
gallente .. a buff....., the same gall that has highest dps in game srsly now think about what your post is saying
one of the best Armour tanks in game passive and active. fleet rr mega domi is unstoppable, now for sniping agreed they suck, the other races do have better sniping then they do. but rly sniping isn't something seen except in 0.0 or off a low sec gate or what not, in hi sec its all station games and blasters ftw.
and if your complaining about tracking speed on range guns common rly srsly when the hell did u need to track something out 150km, and when would u even hit it if it was moving fast enough, chances are its a frig or crusier GL with that if its burning MWD. now bc and bs ur gonna hit it unless u rly rly suck. if u need tracking to be higher then what ur shooting u should webb it scram it and blasterise it, dont use a railgun or tachyon to shoot a frig orbiting u... jst doesn't work. tracking statement is thus irrelevant, the only thing that i will agree on with galle is that their range for sniping is weak. their alpha and dmg is lower but man the rof is faster, but rly cald and amarr are the best snipers. min ok but rof blows. so the sniping argument inst really justified each race has problems in some areas as well as bonus in another.
rly they don't need a buff, gallente are jst fine they fit right in with all the rest of the races for pvp, actually the Ishtar is probably the most impressive powerful HAC out there it definitely doesn't need a boost, as far as everything else the pilot is what makes the ship and the fitting makes it work, lasers and ACs are nice for the range but vs dps gallente wins, now commands well gall commands used to be ganky ganky what other commands can do it NONE cald commands dps pathetic amarr commands dps rather weak u can make it decent but rly they are BC hulls, mini slepniers can deal some dmg but rly its still a bc, and commands aren't meant for running around solo popping ships hence the fleet command bonus they give.
tbh gall are fine so are the other races for pvp if anything cald could use a boost but rly jst adapt a good cald fleet or pilot is still very powerful, srsly gallente dont need a buff neither do any other races they all have their niche. pre drone nerf gall were op now they are jst fine.
sry for the wall o text :P
AND further more, Carthage must be destroyed!! |
Murina
Gallente The Scope
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Posted - 2009.11.04 16:08:00 -
[49]
Originally by: Hidden Snake well i must say u guys should learn how to pilot ships with scram and control range ... It is no more click approach and see what will happen.
This is a thread about making the ships in eve reasonably balanced as far as their respective and individual abilities are concerned and as such piloting skills and the pvp knowledge and abilities of the pilots have to be considered equal.
So while im sure you can either kill or think you can educate noobs on how to fly a variety of ships correctly it is irrelavant to the discussion.
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Jovialmadness
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Posted - 2009.11.04 16:13:00 -
[50]
You know you have been playing a long time when the posts seem allll toooo familiar. |
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Murina
Gallente The Scope
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Posted - 2009.11.04 16:13:00 -
[51]
Originally by: Brent riper srsly though
gallente .. a buff....., the same gall that has highest dps in game srsly now think about what your post is saying
So you look at a single number at a VERY VERY limited range and see that its maybe 10% more than another race and call that research?.....go away.
Originally by: Brent riper one of the best Armour tanks in game passive and active.
There are only 4 races dude so "one of the best" can be third on a very short list.
Originally by: Brent riper fleet rr mega domi is unstoppable,
SOBER UP AND EDIT YOUR POST.
Originally by: Brent riper sry for the wall o text :P
No need to Apologise after reading the stuff i commented on above i ignored the rest.
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Brent riper
Caldari Night Wolves Deprived of Existence by Mercenaries of the Night
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Posted - 2009.11.04 16:16:00 -
[52]
oh and for speed, ahem ahem, webbers scrams work well or even a set of warrior IIs lets face it if its moving that fast ur meds drones aren't gonna do squat. and if that still doesnt work for u then maybe you should try not chasing and interceptor with a cruiser. (cept vagabond)and that would be an entire different thread. rly though if u cant do it then A) not fit right B) ur in the wrong ship C) u jst plain suck D) All of the above
AND further more, Carthage must be destroyed!! |
Kail Storm
Caldari Dark Taboo
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Posted - 2009.11.04 16:25:00 -
[53]
Edited by: Kail Storm on 04/11/2009 16:32:44
don't be obtuse.
Webs went form 90% speed reduction to 60% - ships can now orbit much faster than before. That's *fine* but blasters optimal range is about 2km for mediums and about 3-5km for large. Ships now going about 4x as fast when webbed (1000m/s > 100m/s has now become 1000m/s > 400m/s) and the blasters, at that very close range, cannot track them.
Ok this is very misleading and IMO not accurate, normally When you in fighting/Web range you are also in scram range so how is your target doing 1k m/s? Also if they are doing 1k m/s, and you web them and they go to 400 m/s there sig bloomed to 5 times there ship size so you shoud have no trouble hitting em at all.
Basically the real speed thing seems fine to me with 60% web, this takes the majority of your cruiser targets from 200 m/s to 80 m/s. Bc`s from 180 to 60 ish etc etc....Seems fine to me lol if you cant hit ships doing sub 100 m/s in actually speed [not MWD bloomed etc] somethings wrong.
Also all you guys who are saying GAl ships need tracking bad, But we will take speed instead, that is lol all it will do is make your tracking problems worse since the angular and transversals are bound to go up...It loses its sting when you guys say we need tracking sooooooo bad...But we will take speed if we can get it, it looks like you will take anything lol
If you run, You`ll only die tired :) |
Seriously Bored
Minmatar
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Posted - 2009.11.04 17:19:00 -
[54]
Edited by: Seriously Bored on 04/11/2009 17:24:04
Originally by: Tippia At 2k range, that's an angular velocity of 0.033 rad/s ł well below even the slowest-tracking of medium blastersą
Not that I'm accusing you of it directly Tippia, but it is an incredibly common misconception that if something is "below" your tracking, you have a 100% chance to hit. Any transversal whatsoever decreases your chance to hit, and lower chances to hit suffer from hit quality reduction. (Same problem with falloff.)
But lets do some math to see how it works out:
Attacker: A medium sized ship with Heavy Neutrons, with the proper skills, on a ship without a tracking bonus. Target: Similar sized ship. Let's say a cruiser for example.
At 2KM, if the target has 400m/s transversal with a MWD on, you will do 93.9% of your EFT DPS.
At 1KM, you will do 73.7% of your EFT DPS, however. That's a short distance to change. @3KM: 96.8%. @5KM: 82.9%.
At 2KM, if the target is webbed and scrammed with 85m/s transversal, you will do 92.9% of your EFT DPS. At 1KM you will do 77.5%. @3KM: 96.4%. @5KM: 82.8%
If the target has an AB instead, with 125m/s webbed transversal, you do 83.5% DPS at 2KM and a sad 47.5% DPS at 1KM. @3KM: 91.9%. @5KM: 81.4%
It's obvious that the biggest issue with blasters is getting into and maintaining optimal. The very short sweet spot is a problem, because a 1KM change with the same transversal - even when webbed - ruins your DPS. These examples assume a perfect orbit however, and I think in real circumstances, that isn't likely to happen, since the blaster ship can maneuver to minimize transversal as well.
I'm basically arguing myself in circles here, but I've always believed blasters should be able to hit a target perfectly and for extreme damage within their short optimal. Once the projectile changes go through, I'll be there with the rest of you pushing for a significant DPS + Tracking boost.
I'm just not sure what percentages are fair at the moment. I don't want it to be like the old days when a Mega could eat anything alive inside its optimal...frig, cruiser, inty, whatever.
EDIT: Additional Numbers.
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The Djego
Minmatar Hellequin Inc.
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Posted - 2009.11.04 17:39:00 -
[55]
Edited by: The Djego on 04/11/2009 17:40:55 The web nerf was a lot worse to blaster ships then to other ships(the main reason only blaster pilots complained about it).
In solo/very small gang the web was the main force multiplier that made blaster ships work.
It grants: - flexible target selection - full tracking compensation at optimal - decent range control in web range - increases time till targets can build up range again(very serious issue if you end up scramed and multi webed with blasters in fights vs multiple targets) - ability to project 102% DPS on the target reasonable well if you stick with holding yourself at optimal and minimize transversal, don¦t mistake still hitting with putting full DPS on the target - hit and run game play with gank fits
That are the reasons why it was a very good solo ship, and could do awesome things with high skills. This is far more important than minor DPS boosts, range or tracking, since it gives back blaster ships the edge in web range and make them again lethal predators at close range.
Even 75% webs on dedicated blaster ships would help a lot to make them like they where once, superior in web range pvp, where this range isn't a handicap but your natural combat environment. ---- Nerf Tank - Boost Gank!
Originally by: Amantus Real men don't need to get into blaster range.
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AnKahn
Caldari The Giant Squid Corp.
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Posted - 2009.11.04 18:08:00 -
[56]
Sure substitute web boni for rep boni..whatever.
With only 4 races and being able to respec and +4 implants all the hardcore gamers here should have all the races and weapon systems trained by now so everyone can fly FOTM and just STFU.
Different tools for different jobs. High sec docking games...Gallente still rules. Sit out at range in your Amarr BS and see what happens.
0.0---Nano Hacs and cloakers FTW!
Low sec pirates-- I donno guess they need to tank gate guns so.. cheap insurable tech one BC --FTW!!
But we really know what this is all about. You all think CCP is stupid enough to boost blasters if you whine enough. Just nerf scorch a little and give blaster boats a web bonus already.
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Tormod Berg
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Posted - 2009.11.04 18:15:00 -
[57]
What kind of MMO player do I despite the most?
The ones who are never satisfied!
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Mr Ignitious
Helljumpers
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Posted - 2009.11.04 18:22:00 -
[58]
Originally by: Diomidis
Originally by: Precisionist true gallente commands ( well really the EOS ) is horrid.
Wha? The Gallente Fleet Command Ship is doomed to be a low-dps /high-tanking fleet booster? "Not packing punch as field command ships but providing bonuses to a well rounded fleet?"
That's BS!
Unacceptable!
The Eos IS horrid, but not because it sucks at killing things but because its LINKS suck COMPLETE butt. You won't find a scenario where boosting non-tackle ewar is more useful than boosting tank or mobility.
I read the forums assuming there are no trolls, only really stupid people.
Originally by: CCP Zulupark
WHAT'S WRONG WITH YOU?
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Mr Ignitious
Helljumpers
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Posted - 2009.11.04 18:40:00 -
[59]
Originally by: Kail Storm Edited by: Kail Storm on 04/11/2009 16:32:44
don't be obtuse.
Webs went form 90% speed reduction to 60% - ships can now orbit much faster than before. That's *fine* but blasters optimal range is about 2km for mediums and about 3-5km for large. Ships now going about 4x as fast when webbed (1000m/s > 100m/s has now become 1000m/s > 400m/s) and the blasters, at that very close range, cannot track them.
Ok this is very misleading and IMO not accurate, normally When you in fighting/Web range you are also in scram range so how is your target doing 1k m/s? Also if they are doing 1k m/s, and you web them and they go to 400 m/s there sig bloomed to 5 times there ship size so you shoud have no trouble hitting em at all.
Basically the real speed thing seems fine to me with 60% web, this takes the majority of your cruiser targets from 200 m/s to 80 m/s. Bc`s from 180 to 60 ish etc etc....Seems fine to me lol if you cant hit ships doing sub 100 m/s in actually speed [not MWD bloomed etc] somethings wrong.
Also all you guys who are saying GAl ships need tracking bad, But we will take speed instead, that is lol all it will do is make your tracking problems worse since the angular and transversals are bound to go up...It loses its sting when you guys say we need tracking sooooooo bad...But we will take speed if we can get it, it looks like you will take anything lol
There is a reason dark taboo has to blue everyone around them, its because you're all clueless morons.
If you are using neutron blasters on a gallente ship, you aren't orbitting, you're keeping at range of about 1-2km because adding an extra orbit as is makes hitting anything nigh impossible. The options as proposed are tracking or speed for the following reasons:
Tracking: Allowing blasters to hit orbitting targets/allow blaster ship to orbit to help mitigate damage against itself.
Alternatively,
Speed Increase: Making blaster ships faster means they don't get kited as easily or as long so they can actually get in range of their targets. As it is, if you land outside of 11km of a blaster ship you can just kite them and they have no hope of catching up unless you have an extra 3 tacklers to web and scram the target to ****.
I read the forums assuming there are no trolls, only really stupid people.
Originally by: CCP Zulupark
WHAT'S WRONG WITH YOU?
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Kail Storm
Caldari Dark Taboo
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Posted - 2009.11.04 18:51:00 -
[60]
Ok this is very misleading and IMO not accurate, normally When you in fighting/Web range you are also in scram range so how is your target doing 1k m/s? Also if they are doing 1k m/s, and you web them and they go to 400 m/s there sig bloomed to 5 times there ship size so you shoud have no trouble hitting em at all.
Basically the real speed thing seems fine to me with 60% web, this takes the majority of your cruiser targets from 200 m/s to 80 m/s. Bc`s from 180 to 60 ish etc etc....Seems fine to me lol if you cant hit ships doing sub 100 m/s in actually speed [not MWD bloomed etc] somethings wrong.
Also all you guys who are saying GAl ships need tracking bad, But we will take speed instead, that is lol all it will do is make your tracking problems worse since the angular and transversals are bound to go up...It loses its sting when you guys say we need tracking sooooooo bad...But we will take speed if we can get it, it looks like you will take anything lol
There is a reason dark taboo has to blue everyone around them, its because you're all clueless morons.
If you are using neutron blasters on a gallente ship, you aren't orbitting, you're keeping at range of about 1-2km because adding an extra orbit as is makes hitting anything nigh impossible. The options as proposed are tracking or speed for the following reasons:
Tracking: Allowing blasters to hit orbitting targets/allow blaster ship to orbit to help mitigate damage against itself.
Alternatively,
Speed Increase: Making blaster ships faster means they don't get kited as easily or as long so they can actually get in range of their targets. As it is, if you land outside of 11km of a blaster ship you can just kite them and they have no hope of catching up unless you have an extra 3 tacklers to web and scram the target to ****.
Ok Helljumper Please explain why you need the Buff`s and try and not prove it with Personal insults, Seriously, you agree with the top comment about a orbiting MWD cruiser is harder to hit than not...Wow smart guy siding with...
"Webs went form 90% speed reduction to 60% - ships can now orbit much faster than before. That's *fine* but blasters optimal range is about 2km for mediums and about 3-5km for large. Ships now going about 4x as fast when webbed (1000m/s > 100m/s has now become 1000m/s > 400m/s) and the blasters, at that very close range, cannot track them."
Good job helljumper If you run, You`ll only die tired :) |
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