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The Djego
Minmatar Hellequin Inc.
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Posted - 2011.02.01 08:22:00 -
[1]
Originally by: Tony SoXai stuff
Tony SoXai - Forum Troll ---- Nerf Tank - Boost Gank!
Originally by: Amantus Real men don't need to get into blaster range.
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The Djego
Minmatar Hellequin Inc.
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Posted - 2011.02.02 12:45:00 -
[2]
Originally by: baltec1 This is my rax. It pumps a bit more DPS than your cane, moves a lot faster and aligns in 4.6 seconds. With this I have out run everything but cepters, out damaged just about every BC and some BS and it is great fun to fly.
Why fly it over a cane? Because its easyer to get more of these out into 0.0, costs less to buy and can do the job of a cane while having the gtfo ability of a very fast cruiser. Fit ECM and I will happily take on a cane.
It don't pumps out more DPS than a cane, since the cane will switch to faction ammo to. The speed difference is 270m/s and it aligns 2.5s faster than a cane with one nano. Your turret DPS will be around 0 and you will lose range control 30s after you reach med neut range. At this point you will be down to 8k buffer, while the cane will still have around 35-40k and you die very quickly against the cane that starts to pull range again.
Also there is a huge difference in gtfo ability within a fight or just trying to run away from one. ---- Nerf Tank - Boost Gank!
Originally by: Amantus Real men don't need to get into blaster range.
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The Djego
Minmatar Hellequin Inc.
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Posted - 2011.02.03 11:53:00 -
[3]
Originally by: baltec1 Use ECM drones?
Assuming you are not the only one that use them this days? ---- Nerf Tank - Boost Gank!
Originally by: Amantus Real men don't need to get into blaster range.
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The Djego
Minmatar Hellequin Inc.
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Posted - 2011.02.03 22:53:00 -
[4]
Edited by: The Djego on 03/02/2011 22:56:47
Originally by: Tony SoXai It's not a goddamn troll.
d/d? ---- Nerf Tank - Boost Gank!
Originally by: Amantus Real men don't need to get into blaster range.
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The Djego
Minmatar Hellequin Inc.
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Posted - 2011.02.04 21:24:00 -
[5]
Originally by: baltec1
Originally by: The Djego
Originally by: baltec1 Use ECM drones?
Assuming you are not the only one that use them this days?
Jam them first
Well I manage this often enough, however this doesn't make me fly a thorax again in a environment that is full of AB frigs and BCs, where 90% of the ships will have neuts or engaging ships with twice the EHP and more DPS that are only a bit slower and can kill you at any range up to 28km. 
I flown it back in the days because it generated a lot of fights against nanoed stuff and wasn't to bad against T1 Cruisers and Frigs. Always found it funny when people claimed in local that it was nanoed(yes i had some speed imps all the time). 
---- Nerf Tank - Boost Gank!
Originally by: Amantus Real men don't need to get into blaster range.
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The Djego
Minmatar Hellequin Inc.
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Posted - 2011.02.04 23:19:00 -
[6]
Edited by: The Djego on 04/02/2011 23:20:50
Originally by: Lilith Velkor The vast majority of those that claim gallente are terrible have either no killboard history to back their claims, or even worse their killboard history shows they are unable to fit their ships and run about in all sorts of failfits, lose duels against ships they should easily demolish, have no history of fighting outside of huge blobs, still fly in fits that were used back in 2007 and so on.
Blaster pvp adapted as much as mini setups over the years. The difference is that they need to work around a hard limiter since 2 years that makes them useless even in skilled hands(outside of serpentis hulls) in real fights.
I couldn't care less for your opinion(same as I did during the last 2 years, at least form the point where you did start whining about the agility fix that made solo pvp actually possible again without any *** warping out before you can get a lock in a standard pvp setup).
---- Nerf Tank - Boost Gank!
Originally by: Amantus Real men don't need to get into blaster range.
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The Djego
Minmatar Hellequin Inc.
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Posted - 2011.02.04 23:59:00 -
[7]
Originally by: Lilith Velkor Edited by: Lilith Velkor on 04/02/2011 23:35:39
Originally by: The Djego
I couldn't care less for your opinion
Same here, I dont even know who you are. The fact that you dont realize that the agility 'fix' was BAD for gallente speaks volumes though. 
And it did jack for solo pvp.
Orly?
I did, since flying a solo/close range solution was pointless if you can't point stuff before they press warp to xxx "gtg but nice try".
The agility change actually made most hulls more controllable again within web range, however the real bugger where Nozh broke blaster pvp is still ingame. ---- Nerf Tank - Boost Gank!
Originally by: Amantus Real men don't need to get into blaster range.
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The Djego
Minmatar Hellequin Inc.
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Posted - 2011.02.06 20:00:00 -
[8]
Originally by: NightmareX
LOL, do you know that a 2x MFS fitted Neutron Mega outdamages a 3x HS fitted Mega Pulse Laser geddon by 8-9% out to 8-9 km after resists on both ships are taken into the picture?
If you have had any experience on doing math, you would know this.
A 2 MFS fitted Mega? No not at all. For a 3 MFS mega, yes it is superior till 8km(more or less equal if you figure in the EHP advantage of the Geddon in this kind of setups).
Originally by: NightmareX And not only that, but most fights with Battleships in high sec and low sec is started inside web range anyways. So there isn't any problems for the Mega there.
For High Sec maybe, but if you move your BS out of jump/dock range it is often the opposite in Low Sec. There is a reason most people bring ranged damage dealers like the pest or geddon/abaddon to this kind of fights.
---- Nerf Tank - Boost Gank!
Originally by: Amantus Real men don't need to get into blaster range.
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The Djego
Minmatar Hellequin Inc.
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Posted - 2011.02.06 20:05:00 -
[9]
Originally by: NightmareX
LOL, do you know that a 2x MFS fitted Neutron Mega outdamages a 3x HS fitted Mega Pulse Laser geddon by 8-9% out to 8-9 km after resists on both ships are taken into the picture?
If you have had any experience on doing math, you would know this.
A 2 MFS fitted Mega? No not at all. For a 3 MFS mega, yes it is superior till 8km(more or less equal if you figure in the EHP advantage of the Geddon in this kind of setups).
Originally by: NightmareX And not only that, but most fights with Battleships in high sec and low sec is started inside web range anyways. So there isn't any problems for the Mega there.
For High Sec maybe, but if you move your BS out of jump/dock range it is often the opposite in Low Sec. There is a reason most people bring ranged damage dealers like the pest or geddon/abaddon to this kind of fights.
---- Nerf Tank - Boost Gank!
Originally by: Amantus Real men don't need to get into blaster range.
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The Djego
Minmatar Hellequin Inc.
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Posted - 2011.02.10 19:54:00 -
[10]
Originally by: Kepakh From what I understand, CCP wants to keep Blasters as short range, which I am fine with so adding range ain't a solution. What you will achieve only is getting crap Autocannons, platform already taken.
So if you have some other proposal how to fix blasters without adding range nor speed, bring it.
Fix webs to useful amounts on Cruiser, BC and BS sized blaster ships(it should be enough to hit at least one size down up to 102% damage at combat ranges and control your target).
Then add 10-15% dps, remove the speed penalty at least from all resist and active armor rigs and boost base speed 5-10% depending on the hull. This will give you quite fast active tanked setups(1100 m/s megas after some imps) and platesetups with useful speeds(900-950m/s).
Maybe improve active tanking a bit to(reduce the fitting and the cap need a bit), however this benefits a lot more ships and is in itself a different topic.
---- Nerf Tank - Boost Gank!
Originally by: Amantus Real men don't need to get into blaster range.
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The Djego
Minmatar Hellequin Inc.
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Posted - 2011.02.11 11:56:00 -
[11]
Edited by: The Djego on 11/02/2011 11:56:41
Originally by: Kepakh
Originally by: The Djego Fix webs to useful amounts on Cruiser, BC and BS sized blaster ships(it should be enough to hit at least one size down up to 102% damage at combat ranges and control your target).
I am not sure what you mean... I don't think there is an issue of tracking ships of your size.
Pinning targets down and unload your full dps at optimal. DPS application this days with blasters is terrible and no where close as it was before QR. There is a massive difference in hitting something and forcing targets in situations where the ability to migrate dps against a well flown blaster ship at optimal is exactly zero(a good flown and fitted gank mega took down most BCs in under 30s back in the days).
This was exactly the reason why you did fly a point blank blaster ship(outside lol empire war and throw away blob ships), it was a lot better at point blank than other ships while relaying on it's own tackle, instead just worse at other ranges.
Originally by: Kepakh
Originally by: The Djego
Then add 10-15% dps, remove the speed penalty at least from all resist and active armor rigs and boost base speed 5-10% depending on the hull. This will give you quite fast active tanked setups(1100 m/s megas after some imps) and platesetups with useful speeds(900-950m/s).
I am not sure how adding more speed is supposed to help blasters as all ships using armor tank will be faster as well. Then again, the issue is rather speed than blasters.
It is very interesting proposal though and I like it very much.
Most of my targets are plated/trimarked or shield fitted this days. Yes it improves other stuff to, however it gives the blaster ships back a acceptable chance to catch ships and force them into point blank pvp. ---- Nerf Tank - Boost Gank!
Originally by: Amantus Real men don't need to get into blaster range.
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The Djego
Minmatar Hellequin Inc.
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Posted - 2011.02.11 15:56:00 -
[12]
Originally by: Kepakh
Originally by: The Djego
Pinning targets down and unload your full dps at optimal. DPS application this days with blasters is terrible and no where close as it was before QR. There is a massive difference in hitting something and forcing targets in situations where the ability to migrate dps against a well flown blaster ship at optimal is exactly zero(a good flown and fitted gank mega took down most BCs in under 30s back in the days).
This was exactly the reason why you did fly a point blank blaster ship(outside lol empire war and throw away blob ships), it was a lot better at point blank than other ships while relaying on it's own tackle, instead just worse at other ranges.
So it was easier for any BS to hit smaller stuff, although I am happy those days are gone.
I acknowledge and understand the argument that other platforms can still hit smaller stuff better due their weapon range but it still means they need some tackler on the target, which means you are in a group and at least 2 webs(tackler and yours) are applied on target. Hitting double webbed and scrammed BC should represent no issue even under the way things are now.
Every large gun have issues hitting smaller stuff.
I don't need a tackler in my pest(I am the tackler), i don't need to fit a scram(you want 28km tackling range on anything that is close to a good solo ship and not a frig), I don't need multiple webs(not even a single one). Still I can hit with it undersized stuff very hard up to 30km range and got the upper hand when it comes to tackling(shear 50% speed advantage compared to a plated mega). Also it even got a fair gtfo option and far more utility at hand. Same goes to the nano cane compared to rax or brutix.
Both mini and gallente where supposed to be more solo/small gang ships, in different ways. Today there are zero reasons left to use the 2. alternative with blasters. This isn't even a problem with mini hulls but the result of a patch that was aimed at ships that did fly to fast and hit a ship class that didn't really follow the nano trend the hardest for no particular reason.
Heck I didn't read a single whine tread about how OP blasters where during the last decade playing eve(because they where not even close to op and mostly niche ships).
---- Nerf Tank - Boost Gank!
Originally by: Amantus Real men don't need to get into blaster range.
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The Djego
Minmatar Hellequin Inc.
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Posted - 2011.02.11 16:20:00 -
[13]
Originally by: Gypsio III
Originally by: The Djego There is a massive difference in hitting something and forcing targets in situations where the ability to migrate dps against a well flown blaster ship at optimal is exactly zero(a good flown and fitted gank mega took down most BCs in under 30s back in the days).
I think your imagination is running away with itself a bit there. 
There isn't a fundamental problem with blasters' tracking at their optimal against same-sized targets. But... I think it's too easy to get under the guns of a blasterboat by approaching to closer range, around 1 km where the nature of the tracking formula means that nothing tracks well, especially since the blasterboat has been typically charging at you to get into optimal in the first place.
But if we increase blaster tracking, then it raises the possibility of blasterboats being too good at killing small stuff. But is that actually a problem? After all, lasers and ACs can use their optimal/falloff to track small stuff at range. So I don't really see that even a 50% increase in blaster tracking would be excessive.
A bigger problem, I suspect, is that ACs and particularly lasers track too well at blaster optimal. There's little motivation to use blasters if you can get similar results from a much longer ranged weapon in the domain where blasters are supposed to be best. This could be an argument for increasing blaster DPS; but it's also one for reducing Pulse tracking. Why should medium-ish range weapons be so effective in blasters' domain?
Most BCs where not rigged during this days(or just speed or damage rigged), and a 1600 DPS Mega was more than able to manage this kind of face****. I actually had the hobby to solo gank heavy tanked HICs, Drakes and other stuff in dock range before they could deagress.
However the real gank mega where quite rare, and the standard more tanked setups where far more common.
It did look pretty much like this: Linkage
Also no, you absolutely need the stronger web to keep the target in place, the extra tracking is nice, but not really gives you the same ability's to pin stuff down, especially if you consider solo is mostly 1oX this days and you will get out tackled very quick.
I don't consider aks or puls track to good at point blank range(to be honest they track badly already at this ranges), I simple complain about that ships that are supposed to fight at this ranges are far to handy caped for this task in real ingame scenarios(where you need to deal with undersized stuff a lot and can't even get all your dps on a similar hull). ---- Nerf Tank - Boost Gank!
Originally by: Amantus Real men don't need to get into blaster range.
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The Djego
Minmatar Hellequin Inc.
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Posted - 2011.02.13 20:27:00 -
[14]
Edited by: The Djego on 13/02/2011 20:29:15
Originally by: Kepakh
Originally by: Gypsio III
But if we increase blaster tracking, then it raises the possibility of blasterboats being too good at killing small stuff. But is that actually a problem? After all, lasers and ACs can use their optimal/falloff to track small stuff at range. So I don't really see that even a 50% increase in blaster tracking would be excessive.
Yes, it is a problem.
While AC and Lasers can hit smaller ships at range, it is not an operational range of those ships. Large blasters have much closer operational range as smaller ships which would not allow small ships to operate.
It is unfortunate and 'unfair' but I do not think it is reasonable to make 1 ship useful by making another 1 useless.
I find it strange that people still fear blaster ships after all this years. Blaster pvp never made another ship redundant, it did ok dps but it got a lot of disadvantages and a huge price to pay(in form of hulls you lose in battles that you can't win or escape from) for making Eves most deadly combat range(pre QR) actually a deadly combat environment.
I for myself never lost a small ship to a mega in pvp, for the simple reason that if you know what you are doing you won't find yourself in front of it in solo/small gang pvp.
The real question is: Why should this ships be supposed to operate in blaster range instead of dieing in blaster range?
Blaster pvp got his fame of being unbeatable at close range because of reckless pilots that did flesh out the true soul of gallente pvp by bringing sudden death to close range. Blaster pvp is about to chase, force, control and inject untankable amounts of DPS into your target. You basically reflected the suicide style pvp right back at your target making them think twice engaging it at point blank and accepting sudden death if you force them down to your range. ---- Nerf Tank - Boost Gank!
Originally by: Amantus Real men don't need to get into blaster range.
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The Djego
Minmatar Hellequin Inc.
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Posted - 2011.02.14 08:05:00 -
[15]
Originally by: Kepakh
Originally by: The Djego The real question is: Why should this ships be supposed to operate in blaster range instead of dieing in blaster range?
Because that is how the game mechanics are built - larger turrets have difficult time hitting smaller targets.
I do not find large blasters capable of annihilating everything within web range particularly interesting nor do I see any reasonable arguments that would support such 'feature'.
Eve was this way for years, and nobody had a problem with it. You can't have a close range damage dealer that doesn't work at close range, this niche doesn't exist.
Remember all the whine about the idea of putting 90% webs on the serpentis ships? Did you see a single thread about how game breaking they are after the boost? Did you see them actually in used at a large scale ingame? ---- Nerf Tank - Boost Gank!
Originally by: Amantus Real men don't need to get into blaster range.
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The Djego
Minmatar Hellequin Inc.
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Posted - 2011.02.14 09:13:00 -
[16]
Originally by: Kepakh
Originally by: The Djego
Eve was this way for years
Yes, it was and it is no longer. Webs were nerfed for as reason, bringing back certain ship to perform as pre nerf makes no sense.
And the reason was blaster ships hit stuff at point blank, right?
Originally by: Kepakh Ewar bonuses belongs to ewar ships, not DPS boats.
That is a pointless statement, at least as pointless as a dps boat that can't deal dps at his range. ---- Nerf Tank - Boost Gank!
Originally by: Amantus Real men don't need to get into blaster range.
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The Djego
Minmatar Hellequin Inc.
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Posted - 2011.02.14 10:04:00 -
[17]
Originally by: Kepakh
Originally by: The Djego
That is a pointless statement, at least as pointless as a dps boat that can't deal dps at his range.
It isn't pointless.
The difference is, that I would rather find fix for blaster boats within current mechanics and roles while respecting the speed changes, despite how much I dislike and disagree with them.
I simply do not want 'any' solution that makes blasters hit at point blank.
In this case your just wasting your time, as there is no role a blaster ship could fill if it fails at point blank dps in his solo/small gang niche with the game mechanic that we have on the server.
---- Nerf Tank - Boost Gank!
Originally by: Amantus Real men don't need to get into blaster range.
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The Djego
Minmatar Hellequin Inc.
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Posted - 2011.02.18 22:13:00 -
[18]
Originally by: Chi Quan here is a little blast from the past: Linkage especially 'lil reminder sum-up Linkage Linkage Linkage
Strange, I have seen myself in every single one of this threads, I feel old somehow. I even seen Bellum having a new Avatar, wb.  ---- Nerf Tank - Boost Gank!
Originally by: Amantus Real men don't need to get into blaster range.
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The Djego
Minmatar Hellequin Inc.
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Posted - 2011.02.19 09:54:00 -
[19]
Originally by: Omara Otawan Absolute standard fittings, armor Tempest...
 ---- Nerf Tank - Boost Gank!
Originally by: Amantus Real men don't need to get into blaster range.
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The Djego
Minmatar Hellequin Inc.
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Posted - 2011.02.19 18:26:00 -
[20]
Originally by: Kepakh
Originally by: freshspree
I have no idea why i'm commenting on this thread again. Hybrids are going to get changed. I think i also linked the written report for the meeting CCP had with the CSM. So fear not ye hybrid users cause change is coming to a place near you.
Making changes to Hybrids before balancing currently stupidly overpowered Minmatar is not going to bring any good and I more and more perceive blaster issues as a symptom, rather than specific imbalance.
Blasters & blaster ships are weak not because mini is good but because they are broken since QR. ---- Nerf Tank - Boost Gank!
Originally by: Amantus Real men don't need to get into blaster range.
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The Djego
Minmatar Hellequin Inc.
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Posted - 2011.02.23 21:14:00 -
[21]
Edited by: The Djego on 23/02/2011 21:14:18
Originally by: Korg Leaf Looking away from the bad points of blasters, alot of the reason that blaster dont get used is people no longer like to commit to fights. Blaster boats mean you have to commit everytime and everyone seems far to risk adverse to do this now.
People stated the same thing per QR about ships that needed to commit in the discussion against the nano trend. I still did and did like close range since it wasn't as defenseless at close range as a nano ship. However CCP managed to change my opinion with the "nano nerf" that made close range ships just as helpless at close range as nano stuff was back in the days.
As long as blaster pvp is supposed to be a comedy KM even at close range, there is no sane reason to fly it in solo scenarios compared to nano that has none of this issues at his ranges.
---- Nerf Tank - Boost Gank!
Originally by: Amantus Real men don't need to get into blaster range.
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The Djego
Minmatar Hellequin Inc.
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Posted - 2011.02.23 22:31:00 -
[22]
Edited by: The Djego on 23/02/2011 22:33:05
Originally by: Djerin
Originally by: The Djego As long as blaster pvp is supposed to be a comedy KM even at close range, there is no sane reason to fly it in solo scenarios compared to nano that has none of this issues at his ranges.
Nah, too stubborn. But you're right. The other day I managed to "solo" a Daredevil. The killboard made it look like it was a solo kill. According to the KM comments people had a hard time understanding how this happened. Like it should be impossible to die with a Daredevil facing a blasterboat... :sadface:
Well the serpentis lineup is quite cool, they got the required speed, dps and web strength. However they are, even if they are far better at her trick, mostly one trick pony's like other blaster ships was, if this trick fails, they die quickly.
I for myself have no issues to commit to fights, yes it is a lot more risky but if you enables you to bring up a better fight at close range and get around some of the problems of nano fittings(what they actually can't atm) it represents a valid choice. ---- Nerf Tank - Boost Gank!
Originally by: Amantus Real men don't need to get into blaster range.
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The Djego
Minmatar Hellequin Inc.
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Posted - 2011.03.07 20:33:00 -
[23]
Edited by: The Djego on 07/03/2011 20:35:18 Edited by: The Djego on 07/03/2011 20:34:30
Originally by: Bomberlocks I don't fly Gall boats enough to make any decent comments on what needs changing, but simply reducing the fitting requirements of hybrids would go a long way to making them more viable. Blaster boats are supposed to be close up face melters but none of the blaster boats can actually fit a full stack of neutrons without seriously gimping something else.
You can't "melt" stuff at close range if you can't force a target into a peak DPS situation, what you can't since a bit over 2 years now. What you have is a ship class that can't reach her EFT dps values(not even close) and get beaten by gank fits that don't operate at a range where they can't hit stuff(pest for example) for gank most of the time.  ---- Nerf Tank - Boost Gank!
Originally by: Amantus Real men don't need to get into blaster range.
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The Djego
Minmatar Hellequin Inc.
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Posted - 2011.03.07 21:44:00 -
[24]
Edited by: The Djego on 07/03/2011 21:54:35
Originally by: NightmareX
Originally by: The Djego This is just stupid and fixes non of the issues you have in a gallente hull at close range.
No, it's not stupid at all. Lasers shouldn't even have that tracking bonus they got back in the days today because speed got nerfed quite alot.
Can i ask you why Lasers should sit on a boost today that was originally meant to be able to hit ships better because ships back in the days was like crazy more fast then than they are today?.
Because anything tacks bad today and lasers only play out her full strength in the BS and Tier 2 BC class(beside optimal bonused hulls), where they already only relay on the ability to deal high dps at range, while you don't have the ability to dedicate range what makes it good for bigger gangs and balanced for small gang/solo.
It is fine the way it is and a tracking nerf for lasers doesn't make gallente ships more practical at all, since you are still in a position where you can't do what makes the hulls considerable balanced(dps at close range) and where you get simply get out damaged by hulls with bigger range by the pure lack of damage projection in common pvp situations at your range.
---- Nerf Tank - Boost Gank!
Originally by: Amantus Real men don't need to get into blaster range.
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The Djego
Minmatar Hellequin Inc.
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Posted - 2011.03.08 05:29:00 -
[25]
Originally by: Ephemeron
Originally by: NightmareX You are doing something very wrong if you have to use a Co-Processor on the Mega.
Here's my standard setup, can you identify what is seriously wrong: http://eve.battleclinic.com/killboard/killmail.php?id=12688472
[Megathron, Let me fit your Mega for you] Magnetic Field Stabilizer II Centii C-Type Adaptive Nano Plating Energized Adaptive Nano Membrane II 1600mm Reinforced Rolled Tungsten Plates I 1600mm Reinforced Rolled Tungsten Plates I Large Armor Repairer II Damage Control II
Fleeting Propulsion Inhibitor I Faint Epsilon Warp Scrambler I Heavy Electrochemical Capacitor Booster I, Cap Booster 800 Quad LiF Fueled I Booster Rockets
Ion Blaster Cannon II, Caldari Navy Antimatter Charge L Ion Blaster Cannon II, Caldari Navy Antimatter Charge L Ion Blaster Cannon II, Caldari Navy Antimatter Charge L Ion Blaster Cannon II, Caldari Navy Antimatter Charge L Ion Blaster Cannon II, Caldari Navy Antimatter Charge L Ion Blaster Cannon II, Caldari Navy Antimatter Charge L Ion Blaster Cannon II, Caldari Navy Antimatter Charge L Medium Energy Neutralizer II
Large Trimark Armor Pump I Large Trimark Armor Pump I Large Trimark Armor Pump I
Ogre II x4 Hobgoblin II x1 Hobgoblin II x4
*shrugs* ---- Nerf Tank - Boost Gank!
Originally by: Amantus Real men don't need to get into blaster range.
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The Djego
Minmatar Hellequin Inc.
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Posted - 2011.03.08 08:38:00 -
[26]
Edited by: The Djego on 08/03/2011 08:42:02
Originally by: Ephemeron Ok that is a decent fit, but you gotta admit that full t2 fit is very difficult for Megathron, specifically on CPU. And Minmatar don't have such problems.
Well blaster hulls(mega in particular) where always short on CPU, actually a lot of the omg mega feeling of 2006 was caused by the CPU issues and the need to faction/best named fit them to get a proper fit done in combination with CPU imps. Also since there where no T2 DCUs, webs or points we got taxed quite hard for it(30M IFFA anyone). 
Actually you have a lot of CPU issues on active tanked(shield) fitted Minmatar ships, shield buffer or armor however are very easy to fit. ---- Nerf Tank - Boost Gank!
Originally by: Amantus Real men don't need to get into blaster range.
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The Djego
Minmatar Hellequin Inc.
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Posted - 2011.03.08 08:50:00 -
[27]
Originally by: Korg Leaf I still find more fitting issues on Amarr ships CPU wise than any other. Its usually powergrid when it comes to fitting Gallente hulls at least for me anyway.
Well you can fix most cpu issues on most hulls with meta/faction mods, pg issues are manageable if you ignore the Diemost/Astarte and consider blaster pvp balanced around tank + electrons/ions or gank + neutrons what it was to some degree before QR.
---- Nerf Tank - Boost Gank!
Originally by: Amantus Real men don't need to get into blaster range.
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The Djego
Minmatar Hellequin Inc.
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Posted - 2011.03.10 22:24:00 -
[28]
Edited by: The Djego on 10/03/2011 22:31:06 Well the list misses the mass addition to mwds/abs that was introduced to nerf the first nano BS(yes domi was one of them), the nos nerf, the med drone nerf in QR(standard lineup for most gal cruisers and BCs) as well as the MWD speed reduction to 500% for all(again in QR).
Originally by: Durnin Stormbrow
1-Increase base speed of Gal ships a bit, allowing them to catch comparably fit ships in a running fight. Offset with reduced agility. Reduced agility will both help and hurt Gal ships; they will accelerate and turn more slowly and orbits will be larger, but they will also coast longer when their MDW gets scrammed.
2-Replace the speed penalty on active armor rigs. With what, I don't know.
Actually the lack of agility is kind of bad for kitting games and stooping your blaster ship quick once in range. A 5-10% speed improvement(lower mass or better base speeds) while removing the speed penalty of active armor tanking and resist rigs(leave it on trimarks) would be enough already fix most issues.
Originally by: Durnin Stormbrow
3- Buff Balasters. Either: a. Reduce the grid requirements on blasters so that blaster boats can fit Blasters, MWD, Cap boosters, and Armor Reppers. If they're supposed to fit these modules let them do it. Some choices should have to be made vs simply fitting best in class, but keep in mind that fitting hardeners and reppers means you're not fitting mag stabs.
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b. Buff blaster damage, so that given comparable fits blasters hurt proportionate to their short range. When a Scorch Harby has 23+5 range with no other fittings, a Brutix should have more than a 17% damage advantage inside Null's 5.6+7.8 (the damage advantage is 19% with Navy short ammo on both, but the Harby doesn't need to wait for re-load).
None of this will make Gal ships popular in blobs again, but it'd be a huge help in solo & small gang engagements. Fixing rails is what it'll take to get gal ships back into blob war, and I think they need to be looked at as a broken weapon system. That would help Cal gunboats as well.
Active tanking is more of a general problem, where the a fix for more than just blaster ships is needed. Most of the blaster ships were plategank setups after the HP boost(where active tanking took the main hit) for the simple reason that you bring them for pure DPS(a bit similar, given less effective, to today's shield gank setups).
The bigger problem with blaster dps is that it is not very close to the raw values in most solo/small gang situations, since you lack the ability to nail your target in your preferred spot and reduce transversal very effective and quick and lay down the hurt. This basically requires a stronger web than a blaster ship can bring with it to close range this days. It even improves active tanks a lot, since you don't lose range control this fast in a 1vsX and it gives you more control over the range and traversal than your target what makes the blaster ship considerable more effective and lethal in close combat even with the same DPS. This also adds the ability to fit a disruptor and nos again(since you stop to be easy target at point blank for undersized hulls and stuff can't leave your combat range this quick). Overall it makes the close range role more desirable compared other tactics in solo and small gang pvp again.
---- Nerf Tank - Boost Gank!
Originally by: Amantus Real men don't need to get into blaster range.
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The Djego
Minmatar Hellequin Inc.
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Posted - 2011.03.10 23:15:00 -
[29]
Originally by: Fistme
Originally by: The Djego Actually the lack of agility is kind of bad for kitting games and stooping your blaster ship quick once in range. A 5-10% speed improvement(lower mass or better base speeds) while removing the speed penalty of active armor tanking and resist rigs(leave it on trimarks) would be enough already fix most issues.
What disadvantage would you have them replace it with? Locking speed?
Well blaster pvp took the full penalty from every single speed nerf since 2006, even if it never was the problem itself. Back in the days the hulls where a bit slower than mini(not much actually) and quite a bit faster than caldari/amarr hulls. The key point is mostly to restore this kind of balance where a blaster ship is reasonable quick and aggressive on his own, while still using a armor tank to keep the mids for tackle.
Also locking speed(scan res) would be a absolute terrible penalty for solo. ---- Nerf Tank - Boost Gank!
Originally by: Amantus Real men don't need to get into blaster range.
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